2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2016-04-11 23:01:18 -04:00
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#include "AsyncLoadingSplash.h"
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DEFINE_LOG_CATEGORY_STATIC(LogLoadingSplash, Log, All);
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FAsyncLoadingSplash::FAsyncLoadingSplash() :
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bAutoShow(true)
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, bInitialized(false)
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{
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}
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FAsyncLoadingSplash::~FAsyncLoadingSplash()
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{
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// Make sure RenTicker is freed in Shutdown
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check(!RenTicker.IsValid())
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}
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void FAsyncLoadingSplash::AddReferencedObjects(FReferenceCollector& Collector)
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{
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FScopeLock ScopeLock(&SplashScreensLock);
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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{
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if (SplashScreenDescs[i].LoadingTexture)
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{
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Collector.AddReferencedObject(SplashScreenDescs[i].LoadingTexture);
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}
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}
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}
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void FAsyncLoadingSplash::Startup()
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{
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if (!bInitialized)
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{
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RenTicker = MakeShareable(new FTicker(this));
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ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(RegisterAsyncTick,
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FTickableObjectRenderThread*, RenTicker, RenTicker.Get(),
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{
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RenTicker->Register();
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});
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3383750)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3012064 on 2016/06/13 by Nick.Whiting
Merging Main -> DevVR
Change 3048060 on 2016/07/13 by Nick.Whiting
Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
Upgrade Android and iOS GVR SDK to the latest.
Fix the flipped vignette issue when using Unreal's post processing distortion.
Change the Daydream & Cardboard mode to use scanline racing.
Deprecate the ability to turn off individual UI elements.
Change 3235307 on 2016/12/14 by Keli.Hlodversson
Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit
Change 3235308 on 2016/12/14 by Ryan.Vance
#jira UEVR-478
Monoscopic far field improvements
Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile.
Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled.
Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined.
Addressed code review comments.
Change 3235397 on 2016/12/14 by Keli.Hlodversson
[Oculus] Only enable GearVR platform on Windows if Oculus service is running
Original author: Loren.McQuade
Change 3235762 on 2016/12/14 by Keli.Hlodversson
Add explicit parentheses to placate the build bots.
Change 3242318 on 2016/12/21 by Ryan.Vance
Working around pixel density crash.
Change 3242522 on 2016/12/21 by Ryan.Vance
Missing flag clear so our adaptive test was always returning true.
Change 3243173 on 2016/12/22 by Ryan.Vance
Integrating post present callback implementation from 4.14.1
Change 3248633 on 2017/01/05 by Keli.Hlodversson
Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3248723 on 2017/01/05 by Keli.Hlodversson
Fix after merge. EnablePositionalTracking no longer exists.
Change 3249484 on 2017/01/06 by Keli.Hlodversson
Add missing includes
Change 3249714 on 2017/01/06 by Keli.Hlodversson
Remove monolithic header include
Change 3249980 on 2017/01/06 by Keli.Hlodversson
SteamVR: Remove leftover unused WindowMirrorMode member variable
Change 3252432 on 2017/01/10 by Keli.Hlodversson
Submitting change by Loren McQuade to fix monolithic builds.
Unshelved from pending changelist '3251436':
Change 3257373 on 2017/01/13 by Keli.Hlodversson
#jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands
#jira UEVR-412: Rename and merge remaining Morpheus console commands
#jira UEVR-417: Remove Exec from IHeadMountedDisplay
Change 3269971 on 2017/01/24 by Jeff.Fisher
UEVR-498 move controller is missing world to meters
UEVR-522 PS4 motion controller worldscale support.
-Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be. This also avoids making PS4 motion controllers dependent on the HMD. Note Google VR Controller doesn't do position, so doesnt' care about scale. Oculus already had internal threadsafe tracking of world scale, so I left that. Steam handles world scale below our input level.
-Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update.
#jira UEVR-498
#review-3384107
Change 3288308 on 2017/02/06 by Jeff.Fisher
UEVR-517 Detect MotionController Connectivity
-PS4 can only track 2 controllers and 1 hmd. Support for dealing with that is needed.
-Also need to support multiple motion controller components mapped to a single controller. Licencees have done that before.
-Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4.
-Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint.
-With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit.
-PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected.
-DS4 controller no longer jumps back to 000 if it loses tracking.
#review-3384107
#jira UEVR-517
Change 3288309 on 2017/02/06 by Keli.Hlodversson
Add file missing from CL#3257373.
Change 3288311 on 2017/02/06 by Jeff.Fisher
UEVR-517 Detect MotionController Connectivity - Test content.
-tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe. You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R. Ctrl tests doing so via MotionControllerComponent. Alt tests doing so by player index and controller type enum.
-ctrl-A disables tracking of all controllers
-alt-A disables tracking of all controllers for player 0
-ctrl-D toggles enabling new controllers by default
-Also fixed one button not working in one of the other test modes for the Aim (gun) controller.
-The controller 'models' have an arrow out the front. It is black if disabled. Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera.
-This logic is in the QA_MoCoAll blueprint.
Change 3291601 on 2017/02/07 by Jeff.Fisher
UEVR-536 PSVR motion controller tracking problem with multiple controllers
-Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time. This caches that transform so that it can be safely used in the render thread.
#jira UEVR-536
#review-3384107 @Ryan.Vance
Change 3292460 on 2017/02/08 by Jeff.Fisher
PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added.
Change 3308771 on 2017/02/17 by Keli.Hlodversson
Rename GoogleVR console commands
#jira UEVR-412
Change 3309156 on 2017/02/17 by Keli.Hlodversson
Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly.
Change 3311999 on 2017/02/20 by Keli.Hlodversson
Create a default implementation for RecordAnalytics.
Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality.
Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown"
#jira UE-21878
#jira UEVR-213
Change 3313467 on 2017/02/20 by Ryan.Vance
#jira UE-41604
3278583
pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped.
3278536
Adding ovrError_NoHmd to our sanity check in OnStartGameFrame.
Change 3314002 on 2017/02/21 by Keli.Hlodversson
Fix compilation on PS4 and Linux
Change 3326722 on 2017/03/01 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Integrating 4.15 from main.
Change 3327567 on 2017/03/01 by Jeff.Fisher
UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered.
Duplicating from Release-4.15 cl 3327481, 3327542
-Don't ovr_SubmitFrame when the layers need to be recreated. They stay dirty until rendering is unpaused.
#jira UEVR-588
#review-3384107
Change 3328098 on 2017/03/01 by Jeff.Fisher
4.15 merge fixes
-Fixed deprecated enum name function usage.
-Fixed world scale usage in GoogleVRController.
-Fixed compile break in PS4Tracker.
Change 3328271 on 2017/03/01 by Jeff.Fisher
2.15 merge
-restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere.
Change 3328307 on 2017/03/01 by Jeff.Fisher
4.15 merge
-More googlevr worldscale fixes.
Change 3328312 on 2017/03/01 by Jeff.Fisher
4.15 merge
-removing 2 unused includes
Change 3330610 on 2017/03/02 by Jeff.Fisher
4.15 merge
-fixing linux build
Change 3333952 on 2017/03/06 by Keli.Hlodversson
Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not.
#jira UEVR-628
#jira UE-42555
Change 3334961 on 2017/03/07 by Keli.Hlodversson
Add missing include to fix non-unity builds
Change 3336200 on 2017/03/07 by Keli.Hlodversson
Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs)
* Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.)
* Switch apparently doesn't know how to format a size_t for analytics either.
Also: Typo in backwards compatibility command name alias
Change 3337347 on 2017/03/08 by Jeff.Fisher
UE-42631 Stereo off while prox sensor uncovered causes low framerate
-Setting maxfps appropriately on 'stereo on/off'.
#review-3384107
#jira UE-42631
Change 3338385 on 2017/03/08 by Ryan.Vance
r.DisableDistortion was only being used for the mobile renderer
Change 3342301 on 2017/03/10 by patrickr.donovan
Test updates to TM-VRSmoke.
Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset.
Rebuilt lighting.
Change 3348133 on 2017/03/15 by Ryan.Vance
Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway.
Change 3348836 on 2017/03/15 by Ryan.Vance
Direct multi-view support for gear vr
Monoscopic far field with multi-view (blit and direct) support for gear vr
Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly)
Fixed missing discards/clears in the multi-view blit
Change 3348843 on 2017/03/15 by Ryan.Vance
Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16.
Change 3349276 on 2017/03/16 by Keli.Hlodversson
Fixing compile errors in GoogleVR after merge from main.
Change 3350932 on 2017/03/16 by Ryan.Vance
Re-enabling the gearvr plugin on windows.
Change 3351977 on 2017/03/17 by Jeff.Fisher
Fixing masked member variable.
Change 3352314 on 2017/03/17 by Ryan.Vance
We need to ensure that we don't select different lod levels for each eye.
Change 3352993 on 2017/03/17 by Nick.Whiting
Integrating CL 3345824 from Android-DevVR to Dev-VR. Support for device depth pass in SceneCaptureComponent2D
Change 3355185 on 2017/03/20 by Nick.Whiting
Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working
Change 3355676 on 2017/03/20 by Nick.Whiting
PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications
Change 3357286 on 2017/03/21 by Jeff.Fisher
Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago.
Change 3357435 on 2017/03/21 by Jeff.Fisher
Fixing editor build break, looks like a merge mistake.
Change 3359960 on 2017/03/23 by Keli.Hlodversson
Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor.
Change 3361230 on 2017/03/23 by Jeff.Fisher
Fixing linux build opengl include problem... maybe.
Change 3361638 on 2017/03/23 by Jeff.Fisher
Another guess at fixing linux build.
Change 3364224 on 2017/03/24 by Keli.Hlodversson
Initial implementation of UEVR-576 - Base emulated layer implementation
#jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation
#jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support
#jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support
#jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support
#jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer
Change 3364242 on 2017/03/24 by Keli.Hlodversson
SteamVR layers do not support negatve Layer priorities
Change 3364263 on 2017/03/24 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up.
Change 3364472 on 2017/03/24 by Jeff.Fisher
Merge fix
Change 3364475 on 2017/03/24 by Jeff.Fisher
Fixing gearvr include.
Change 3364486 on 2017/03/24 by Jeff.Fisher
merge fix
Change 3364532 on 2017/03/24 by Ryan.Vance
pso update for mono rendering and stereo layers.
Change 3364599 on 2017/03/24 by Ryan.Vance
Oculus changes for SI1.12
Change 3365159 on 2017/03/26 by Jeff.Fisher
include fix
Change 3365182 on 2017/03/26 by Jeff.Fisher
include fix
Change 3366087 on 2017/03/27 by Ryan.Vance
Remaining files from Oculus changes for SI1.12 merge request.
Fixing a bug in OnlineSubsystem.
Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue.
Change 3366492 on 2017/03/27 by Ryan.Vance
#jira UE-43294
Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes.
Going to leave the shader clear in the rift prerender for clearing the eye padding for now.
Change 3366929 on 2017/03/27 by Ryan.Vance
Fixing compile error
Change 3368549 on 2017/03/28 by Jeff.Fisher
Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR
Upgrade Google VR Plugin to v1.3:
*Upgraded GVR NDK to 1.30.0
*Changed some BlueprintFunction to use BlueprintPure
*Add the missing bDaydream flag in UEDeployAndroid.cs
#review-3384107
Change 3368975 on 2017/03/28 by Ryan.Vance
CIS clean up
#jira UE-43428, UE-43429, UE-43426, UE-43427
Change 3369028 on 2017/03/28 by Ryan.Vance
This is not exacly 'correct', but it's at least what the code was trying to do.
Change 3370203 on 2017/03/29 by Ryan.Vance
Adding gear vr controller component support.
Change 3370918 on 2017/03/29 by Ryan.Vance
Merging 3370569 using Partner-Google-VR_to_DevVR
Change 3371030 on 2017/03/29 by Ryan.Vance
Fixing linux build errors
#jira UE-43426
Change 3371036 on 2017/03/29 by Ryan.Vance
Oculus 4.16 integration.
Not terribly happy with the use of std::string. They promised to clean this up for the next release.
Change 3373495 on 2017/03/30 by Jeff.Fisher
Merging from Dev-Main, in preparation for 4.16
Change 3373578 on 2017/03/30 by Jeff.Fisher
build break, one comma short
Change 3373870 on 2017/03/31 by Jeff.Fisher
Include order fix.
Change 3374001 on 2017/03/31 by Keli.Hlodversson
Use DefaultStereoLayers as base for Morpheus implementation.
#jira UEVR-709 #jira UE-42919
#rb: Jeff.Fisher
Change 3374004 on 2017/03/31 by Keli.Hlodversson
Fix rendering for the default Stereo Layers implementation on mobile.
Depth test was set to "Never" instead of "Always"
Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms.
Change 3375125 on 2017/03/31 by Jeff.Fisher
UE-43506 Ensure using VRPreview with GoogleVR
-Removed the ensure, there is code in there to handle that case, and it works.
#jira UE-43506
Change 3375294 on 2017/03/31 by nick.bullard
Resaving Plugin content to resovle "saved with empty engine version"
#jira UE-43537
Change 3375480 on 2017/03/31 by Jeff.Fisher
UEVR-9 PSVR: Social Screen Support
-Experimental social screen support for 4.16.
-This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor.
-Only supports 30fps on the mirror monitor. 60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play).
-There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode. This must be set to true to use this feature. When it is false we avoid allocating the back buffers.
-MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode).
-Also finally updated the bEnabled flag in project settings to tell people it's only for PC.
#jira UEVR-9
#review-3384107
Change 3375540 on 2017/03/31 by Ryan.Vance
#jira UE-43504
Fixing android build break when using a 64 bit isa.
Change 3375655 on 2017/03/31 by Jeff.Fisher
Fixing missing RGBAToYUV shader problem
-This at least unblocks our process. Will revisit before zbr.
Change 3375820 on 2017/04/01 by Jeff.Fisher
Fixing linux build warning about HAS_MORPHEUS
Change 3376050 on 2017/04/02 by Jeff.Fisher
UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings
-Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings.
-Just wrap all standard headers in static analysis disables.
#jira UE-43515
Change 3376609 on 2017/04/03 by Jeff.Fisher
Fixing rgbatoyuvshader include.
Change 3377001 on 2017/04/03 by Jeff.Fisher
UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS
- shader c++ must be compiled so that it can be cooked for ps4.
#jira UE-43547
Change 3379858 on 2017/04/04 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
pulling main this should get us ps4 sdk 4.508
Change 3379938 on 2017/04/04 by Ryan.Vance
#jira UE-43548
If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them.
The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene.
Change 3381519 on 2017/04/05 by Jeff.Fisher
UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect.
-Handling failure of sceHmdGetDeviceInformation if the hmd is powered off. It now returns an error code about an invalid handle in that case, rather than reporting unready. We just treat the error code like an unready status.
#jira UEVR-733
#review-3384107
Change 3382019 on 2017/04/05 by Ryan.Vance
Linux: add Vulkan support from dev editor: 3381593
Change 3382021 on 2017/04/05 by Ryan.Vance
SteamVR on Linux using Vulkan
OpenVR rev to 1_0_6
PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro)
Change 3382076 on 2017/04/05 by Ryan.Vance
Fixing linux steamvr lib path. It changed to something less silly in 1.0.6
Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed.
Change 3383237 on 2017/04/06 by Ryan.Vance
#jira UE-43732
Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now.
Change 3383353 on 2017/04/06 by Ryan.Vance
Fixing include cycles.
Change 3383509 on 2017/04/06 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
merging the stuff from dev-mobile
[CL 3384106 by Ryan Vance in Main branch]
2017-04-06 22:03:51 -04:00
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// Check to see if we want to use autoloading splash screens from the config
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const TCHAR* OculusSettings = TEXT("Oculus.Settings");
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bool bUseAutoShow = true;
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GConfig->GetBool(OculusSettings, TEXT("bUseAutoLoadingSplashScreen"), bUseAutoShow, GEngineIni);
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bAutoShow = bUseAutoShow;
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2016-04-11 23:01:18 -04:00
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// Add a delegate to start playing movies when we start loading a map
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FCoreUObjectDelegates::PreLoadMap.AddSP(this, &FAsyncLoadingSplash::OnPreLoadMap);
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358702 on 2017/03/22 by Marc.Audy
Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
#jira UE-42679
Change 3358737 on 2017/03/22 by Mieszko.Zielinski
Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4
Change 3359062 on 2017/03/22 by Michael.Noland
Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)
#jira UE-30748
Change 3359066 on 2017/03/22 by Michael.Noland
PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)
#jira UE-42620
Change 3359069 on 2017/03/22 by Michael.Noland
PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)
#jira UE-42250
Change 3359108 on 2017/03/22 by Michael.Noland
Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
#jira UE-36232
Change 3359235 on 2017/03/22 by Marc.Audy
Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
#jira UE-17286
Change 3359324 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.
(Integrate CL 3249525 from Odin).
Change 3359326 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.
(Integrate CL 3261262 from Odin).
Change 3359327 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.
(Integrate CL 3231908 from Odin)
Change 3359328 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.
(Integrate CL 3259985 from Odin)
Change 3359329 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.
(Integrate CL 3260001 from Odin)
Change 3359330 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.
- Added CharacterMovementComponent::ClearAccumulatedForces()
- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
- ClearAccumulatedForces() now also clears pending launch velocity.
- Exposed ClearAccumulatedForces() to blueprints.
- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
- Inlined ActorComponent::IsActive().
(Integrate CLs 3259933, 3266018 from Odin)
Change 3359338 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.
(Integrate CL 3271928 from Odin)
Change 3359345 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.
(Integrate CL 3273026 from Odin)
Change 3359381 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".
(Integrate CLs 3275415, 3276810 from Odin).
Change 3359422 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix build (CollisionProfile included).
Change 3359442 on 2017/03/22 by Michael.Noland
Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position
Change 3359445 on 2017/03/22 by Michael.Noland
PR #2989: Improved BP comment nodes (Contributed by projectgheist)
#jira UE-36788
#jira UE-39118
Change 3359446 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.
(Integrate CL 3278307 from Odin)
Change 3359494 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().
(Integrated CL 3280775 from Odin).
Change 3359506 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).
(Integrate CL 3287026 from Odin).
Change 3359514 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.
(Integrate CL 3293322 from Odin)
Change 3359553 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.
(Integrate CL 3299098 from Odin).
Change 3359554 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.
(Integrate CL 3296254 from Odin).
Change 3359555 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.
(Integrate CL 3295744 from Odin)
Change 3359561 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.
(Integrate CL 3299111 from Odin)
Change 3359573 on 2017/03/22 by dan.reynolds
Added BP log to the Passive Mix Modifier test platform BP
Change 3359593 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).
(Integrate CL 3299118 from Odin)
Change 3359595 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.
(Integrate CL 3299116 from Odin)
Change 3359602 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.
(Integrate CL 3340622 from Odin)
Change 3359616 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.
(Integrate CL 3340635 from Odin)
Change 3359864 on 2017/03/23 by Mieszko.Zielinski
Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4
#jira UE-43120
Change 3360884 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.
(Integrate CL 3310724 from Odin)
Change 3361045 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: new cvars to help with optimization:
- au.DisableReverbSubmix
- au.DisableEQSubmix
- au.DisableParallelSourceProcessing
- au.SetAudioChannelCount
Also checked in some code to cut down on the amount of parameter setting in EQ
(Integrate of CL 3303165 in Odin by Aaron.Mcleran)
Change 3361172 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: added stat for HRTF.
(Integrate CL 3310728 from Odin)
Change 3361189 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.
(Integrate CL 3310926 from Odin).
Change 3361914 on 2017/03/23 by Aaron.McLeran
UE-42649 Fixing crash in cleaning up active sound in sound concurrency
-Handling edge case of an active sound not have a sound base ptr, which is possible.
Change 3361924 on 2017/03/23 by Aaron.McLeran
UE-41378 Fixing passive mix modifier bug
Change 3361978 on 2017/03/23 by Aaron.McLeran
UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock
Change 3361989 on 2017/03/23 by Aaron.McLeran
PR #3010: Check for null GEngine on sound processing
Change 3362053 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.
(Integrate CL 3311120 from Odin)
Change 3362102 on 2017/03/23 by Aaron.McLeran
PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel
Change 3362153 on 2017/03/23 by Aaron.McLeran
UE-43286 Oculus audio plugin not working/available
Change 3362162 on 2017/03/23 by Aaron.McLeran
UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener
Change 3362206 on 2017/03/23 by Aaron.McLeran
UE-43287 Fixing HRTF spatialization in editor viewport
- Steam Audio doesn't support multiple audio devices at the moment
- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device
Change 3362775 on 2017/03/24 by mason.seay
Replaced deprecated node
Change 3363024 on 2017/03/24 by Ben.Zeigler
Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error
Change 3363030 on 2017/03/24 by Zak.Middleton
#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.
Change 3363036 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.
(Integrate CL 3311158 from Odin)
Change 3363541 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().
(Integrate CL 3311169 from Odin)
Change 3363642 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".
- Removed function call overhead to updating channel map. 64,000 function calls...
- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.
(Integrate CL 3311235 from Odin)
Change 3364441 on 2017/03/24 by Ben.Zeigler
Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
This fixes issue where iterative cooking would fail on plugin config files
Add FindConfigFileWithBaseName to GConfig
Change 3364652 on 2017/03/25 by Phillip.Kavan
#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.
Change summary:
- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.
Change 3365609 on 2017/03/27 by Richard.Hinckley
#jira UEDOC-4720
Fixed global enums being dropped from documentation after being extracted by Doxygen.
Change 3365737 on 2017/03/27 by Marc.Audy
Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.
Change 3365795 on 2017/03/27 by Marc.Audy
Fix compile error
Change 3365894 on 2017/03/27 by Phillip.Kavan
#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.
Change summary:
- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.
Change 3366067 on 2017/03/27 by Marc.Audy
Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
#jira UE-40228
Change 3366097 on 2017/03/27 by Marc.Audy
Fixed missed deprecation disable pairing for PostLadMap
Change 3366170 on 2017/03/27 by Aaron.McLeran
Fixing div by zero
Change 3366221 on 2017/03/27 by Aaron.McLeran
UE-43240 Removing dependency on component visualizers in runtime Phonon module.
Change 3366698 on 2017/03/27 by Marc.Audy
Fix Orion compile errors
Change 3366782 on 2017/03/27 by Aaron.McLeran
Bringing over optimizations from Odin to Dev-framework.
Original CL 3311435
Change 3366818 on 2017/03/27 by Aaron.McLeran
Bringing fix from Odin to Dev-Framework from CL 3304533
Fix for rare condition that stomps memory during source recycling.
Change 3366984 on 2017/03/27 by Michael.Noland
Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
#jira UE-41638
Change 3367085 on 2017/03/27 by Brent.Pease
- Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
- Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
- Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)
Change 3367434 on 2017/03/28 by Marc.Audy
Fix UT compile error
Change 3368587 on 2017/03/28 by Mike.Beach
Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).
Change 3368724 on 2017/03/28 by Zak.Middleton
#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).
#jira UE-41613, UE-28610
Change 3368748 on 2017/03/28 by Dan.Oconnor
Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references
Change 3368852 on 2017/03/28 by Mike.Beach
Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.
Change 3368873 on 2017/03/28 by Dan.Oconnor
Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.
Change 3368998 on 2017/03/28 by Dan.Oconnor
Setting CLASS_Interface early in the compilation process
Change 3369494 on 2017/03/29 by Marc.Audy
Fix UAT compile error
Change 3369924 on 2017/03/29 by Zak.Middleton
#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.
#jira UE-36973
Change 3369932 on 2017/03/29 by Ben.Zeigler
#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time
Change 3370028 on 2017/03/29 by Ben.Zeigler
CIS fix
Change 3370360 on 2017/03/29 by Mike.Beach
Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).
Change 3370363 on 2017/03/29 by Ben.Zeigler
Fix issue where loading out of date editor asset registry cache would throw pointless errors
Change 3370414 on 2017/03/29 by Marc.Audy
Remove autos
Change 3370428 on 2017/03/29 by Ben.Zeigler
Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators
Change 3370453 on 2017/03/29 by Marc.Audy
CIS fix
Change 3370548 on 2017/03/29 by Marc.Audy
#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.
Change 3370564 on 2017/03/29 by Mieszko.Zielinski
PR #3429: fix comment typo (Contributed by kayama-shift)
Change 3370602 on 2017/03/29 by Mieszko.Zielinski
Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4
Change 3370615 on 2017/03/29 by Phillip.Kavan
#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.
Change summary:
- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).
Change 3370693 on 2017/03/29 by Michael.Noland
Fixing some bad indentation
#rnx
Change 3370740 on 2017/03/29 by Ben.Zeigler
DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers
Change 3370792 on 2017/03/29 by Michael.Noland
Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE
Change 3370794 on 2017/03/29 by Michael.Noland
PR #3190: Reduce some output logging
- Reduced an Oculus log from Log to Verbose because it spams quite a bit
- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
- Treat UInputComponent::GetAxisValue(None) as not a warning
- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer
#jira UE-41446
Change 3370831 on 2017/03/29 by Dan.Oconnor
Iteration on compilation manager
- Fix Skeleton class compilation order
- Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
- Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly
Change 3370923 on 2017/03/29 by Michael.Noland
Blueprints: Added an icon to indicate whether or not a macro contains latent actions
- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified
Change 3371039 on 2017/03/29 by Dan.Oconnor
Hacky fix for dropping return params when a function's return node is culled
Change 3371750 on 2017/03/30 by Richard.Hinckley
Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.
Change 3372513 on 2017/03/30 by Ben.Zeigler
#jira UE-43475 Fix cooker issues with string asset references to null packages.
Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.
Change 3372565 on 2017/03/30 by Richard.Hinckley
Rolling back stencil change, will be moved to Dev-Rendering.
Change 3372764 on 2017/03/30 by Marc.Audy
Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
#jira UE-43328
#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.
Change 3372847 on 2017/03/30 by Marc.Audy
Fix missing include
Change 3372994 on 2017/03/30 by Zak.Middleton
#ue4 - Fix build in Debug (checkSlow using incorrect function params).
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3373320 on 2017/03/30 by mason.seay
Basic for TM-Gameplay map (WIP)
Change 3373448 on 2017/03/30 by Ben.Zeigler
Fix recursive size display in audit window
Improve asset manager comments
Change 3373576 on 2017/03/30 by dan.reynolds
AEOverview Update:
Updated Passive Mix Modifier Test based on recent changes in behavior
Also added Initial Delay Time timer to test
Change 3373589 on 2017/03/30 by dan.reynolds
AEOverview Passive Mix Mod Test Map update
Change 3373624 on 2017/03/30 by Zak.Middleton
#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.
#jira UE-40420
Change 3374271 on 2017/03/31 by Marc.Audy
Fix deprecation warning in new UT code
Change 3374320 on 2017/03/31 by Marc.Audy
Fix HTML5 compile.
Change 3374413 on 2017/03/31 by Jeff.Farris
Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.
(Copied CL 3276454 from Robo Recall to Dev-Framework)
Change 3374414 on 2017/03/31 by Jeff.Farris
Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange
(Copied CL 3267903 from RoboRecall to Dev-Framework)
Change 3374616 on 2017/03/31 by Ben.Zeigler
Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this
Change 3374664 on 2017/03/31 by Jeff.Farris
Consted AIController::GetBrainComponent()
(Copied 3239101 from Robo Recall to Dev-Framework)
Change 3374665 on 2017/03/31 by Jeff.Farris
PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.
(Coped CL 3242355 from Robo Recall to Dev-Framework)
Change 3374779 on 2017/03/31 by Jeff.Farris
Exposed SetAllPhysicsAngularVelocity to blueprints
(Copied CL 3228390 from Robo Recall to Dev-Framework)
Change 3374792 on 2017/03/31 by Ben.Zeigler
#jira UE-42618
PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)
Change 3374844 on 2017/03/31 by Ben.Zeigler
#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles
Change 3374925 on 2017/03/31 by Marc.Audy
Don't throw warning about missing world context for inactive worlds.
#jira UE-42679
Change 3374927 on 2017/03/31 by Michael.Noland
Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects
Change 3374995 on 2017/03/31 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.
Change 3375005 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include
#rnx
Change 3375015 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include (for real)
#rnx
Change 3375045 on 2017/03/31 by Marc.Audy
Only calculate the streaming levels prefix during seamless travel if it is a PIE world
#jira UE-43485
Change 3375053 on 2017/03/31 by Ben.Zeigler
#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen
Change 3375057 on 2017/03/31 by Ben.Zeigler
#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player
Change 3375121 on 2017/03/31 by Michael.Noland
Added missing include for FScopedTransaction
#rnx
Change 3375222 on 2017/03/31 by mason.seay
Submitting work done to TM-Gameplay. Still WIP
Change 3375308 on 2017/03/31 by Michael.Noland
Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities
Change 3375321 on 2017/03/31 by Ben.Zeigler
#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event
Change 3375372 on 2017/03/31 by Ben.Zeigler
#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set
Change 3375380 on 2017/03/31 by Marc.Audy
Modify IsMainAudioDevice to deal with the case where no audio device has been created.
Change 3375402 on 2017/03/31 by Marc.Audy
Fix DuplicateWorldForPIE in the case that the OwningWorld is null.
Change 3376037 on 2017/04/02 by Phillip.Kavan
#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.
Change summary:
- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.
Change 3376364 on 2017/04/03 by Richard.Hinckley
UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.
Change 3376366 on 2017/04/03 by Richard.Hinckley
UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.
Change 3376517 on 2017/04/03 by Marc.Audy
PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
#jira UE-41499
Change 3376708 on 2017/04/03 by Mike.Beach
Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.
Summary of changes:
- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
- corresponding manifest files get saved inside the module and named to match the platform
- nativized modules now whitelisted only for the platform they were generated for
- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).
Change 3376826 on 2017/04/03 by Phillip.Kavan
#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.
Change summary:
- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
- Switched 'NULL' to 'nullptr' in a few spots.
Change 3376831 on 2017/04/03 by Ben.Zeigler
#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package
Change 3376846 on 2017/04/03 by Ben.Zeigler
#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node
Change 3376850 on 2017/04/03 by Dan.Oconnor
Use authoritative class to mitigate compilation order issues
Change 3376961 on 2017/04/03 by Ben.Zeigler
#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
Fix Box2d variable name in NoExportTypes
Change 3376985 on 2017/04/03 by Ben.Zeigler
#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead
Change 3377009 on 2017/04/03 by Ben.Zeigler
#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them
Change 3377054 on 2017/04/03 by Zak.Middleton
#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#jira UE-40344
#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html
Change 3377061 on 2017/04/03 by Dan.Oconnor
Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.
Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.
Change 3377073 on 2017/04/03 by Mike.Beach
CIS fix - proper initialization ordering.
Change 3377371 on 2017/04/03 by Ben.Zeigler
#jira UE-43144 Disallow creating map of FText, like bool it is not hashable
Change 3377395 on 2017/04/03 by Dan.Oconnor
Build fix - make order in source match initialization order in artifact
Change 3377417 on 2017/04/03 by Dan.Oconnor
Speculative SA fix
Change 3377496 on 2017/04/03 by Aaron.McLeran
#jira UE-43558 Cleaning up shutdown code with audio plugins.
Change 3377608 on 2017/04/03 by Zak.Middleton
#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.
#jira UE-38966
Change 3377880 on 2017/04/03 by Aaron.McLeran
Audio bug fixes
#jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations
#jira UE-43601 Fixing listener volume interpolation
#jida UE-43602 Fixing reverb/eq interpolation
Change 3377908 on 2017/04/03 by Phillip.Kavan
#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.
Change summary:
- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.
Change 3377912 on 2017/04/03 by Dan.Oconnor
Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath
Change 3377946 on 2017/04/03 by Ben.Zeigler
#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
Lower some error verbosity now that I believe I have tracked down the issue
Change 3377950 on 2017/04/03 by Michael.Noland
Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
(May still not work correctly, but it won't crash; full fix covered by UE-43603)
#jira UE-22428
Change 3377981 on 2017/04/03 by Michael.Noland
PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)
#jira UE-43291
#jira UE-43005
Change 3378039 on 2017/04/04 by Michael.Noland
PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)
Change 3378041 on 2017/04/04 by Michael.Noland
Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent
Change 3378081 on 2017/04/04 by Dan.Oconnor
Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
3x because of copy/paste
Change 3378094 on 2017/04/04 by Dan.Oconnor
Add missing preload call for compilation manager
Change 3378917 on 2017/04/04 by Marc.Audy
Fix static analysis (which is very dumb)
Change 3378986 on 2017/04/04 by Dan.Oconnor
Fix bad merge
Change 3379100 on 2017/04/04 by Dan.Oconnor
Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
#jira UE-43629
Change 3379102 on 2017/04/04 by Ben.Zeigler
Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over
Change 3379147 on 2017/04/04 by Zak.Middleton
#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.
Change 3379254 on 2017/04/04 by Aaron.McLeran
Fixing sounds in audio mixer when no EQ has been set.
Change 3379760 on 2017/04/04 by Ben.Zeigler
#jira UE-43647 Don't delete failed async packages that are rooted
[CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
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FCoreUObjectDelegates::PostLoadMapWithWorld.AddSP(this, &FAsyncLoadingSplash::OnPostLoadMap);
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2016-04-11 23:01:18 -04:00
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bInitialized = true;
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}
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}
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void FAsyncLoadingSplash::Shutdown()
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{
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if (bInitialized)
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{
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{
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FScopeLock ScopeLock(&SplashScreensLock);
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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UnloadTexture(SplashScreenDescs[i]);
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ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(UnregisterAsyncTick,
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TSharedPtr<FTicker>&, RenTicker, RenTicker,
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FlushRenderingCommands();
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FCoreUObjectDelegates::PreLoadMap.RemoveAll(this);
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358702 on 2017/03/22 by Marc.Audy
Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
#jira UE-42679
Change 3358737 on 2017/03/22 by Mieszko.Zielinski
Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4
Change 3359062 on 2017/03/22 by Michael.Noland
Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)
#jira UE-30748
Change 3359066 on 2017/03/22 by Michael.Noland
PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)
#jira UE-42620
Change 3359069 on 2017/03/22 by Michael.Noland
PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)
#jira UE-42250
Change 3359108 on 2017/03/22 by Michael.Noland
Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
#jira UE-36232
Change 3359235 on 2017/03/22 by Marc.Audy
Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
#jira UE-17286
Change 3359324 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.
(Integrate CL 3249525 from Odin).
Change 3359326 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.
(Integrate CL 3261262 from Odin).
Change 3359327 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.
(Integrate CL 3231908 from Odin)
Change 3359328 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.
(Integrate CL 3259985 from Odin)
Change 3359329 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.
(Integrate CL 3260001 from Odin)
Change 3359330 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.
- Added CharacterMovementComponent::ClearAccumulatedForces()
- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
- ClearAccumulatedForces() now also clears pending launch velocity.
- Exposed ClearAccumulatedForces() to blueprints.
- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
- Inlined ActorComponent::IsActive().
(Integrate CLs 3259933, 3266018 from Odin)
Change 3359338 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.
(Integrate CL 3271928 from Odin)
Change 3359345 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.
(Integrate CL 3273026 from Odin)
Change 3359381 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".
(Integrate CLs 3275415, 3276810 from Odin).
Change 3359422 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix build (CollisionProfile included).
Change 3359442 on 2017/03/22 by Michael.Noland
Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position
Change 3359445 on 2017/03/22 by Michael.Noland
PR #2989: Improved BP comment nodes (Contributed by projectgheist)
#jira UE-36788
#jira UE-39118
Change 3359446 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.
(Integrate CL 3278307 from Odin)
Change 3359494 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().
(Integrated CL 3280775 from Odin).
Change 3359506 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).
(Integrate CL 3287026 from Odin).
Change 3359514 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.
(Integrate CL 3293322 from Odin)
Change 3359553 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.
(Integrate CL 3299098 from Odin).
Change 3359554 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.
(Integrate CL 3296254 from Odin).
Change 3359555 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.
(Integrate CL 3295744 from Odin)
Change 3359561 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.
(Integrate CL 3299111 from Odin)
Change 3359573 on 2017/03/22 by dan.reynolds
Added BP log to the Passive Mix Modifier test platform BP
Change 3359593 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).
(Integrate CL 3299118 from Odin)
Change 3359595 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.
(Integrate CL 3299116 from Odin)
Change 3359602 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.
(Integrate CL 3340622 from Odin)
Change 3359616 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.
(Integrate CL 3340635 from Odin)
Change 3359864 on 2017/03/23 by Mieszko.Zielinski
Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4
#jira UE-43120
Change 3360884 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.
(Integrate CL 3310724 from Odin)
Change 3361045 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: new cvars to help with optimization:
- au.DisableReverbSubmix
- au.DisableEQSubmix
- au.DisableParallelSourceProcessing
- au.SetAudioChannelCount
Also checked in some code to cut down on the amount of parameter setting in EQ
(Integrate of CL 3303165 in Odin by Aaron.Mcleran)
Change 3361172 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: added stat for HRTF.
(Integrate CL 3310728 from Odin)
Change 3361189 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.
(Integrate CL 3310926 from Odin).
Change 3361914 on 2017/03/23 by Aaron.McLeran
UE-42649 Fixing crash in cleaning up active sound in sound concurrency
-Handling edge case of an active sound not have a sound base ptr, which is possible.
Change 3361924 on 2017/03/23 by Aaron.McLeran
UE-41378 Fixing passive mix modifier bug
Change 3361978 on 2017/03/23 by Aaron.McLeran
UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock
Change 3361989 on 2017/03/23 by Aaron.McLeran
PR #3010: Check for null GEngine on sound processing
Change 3362053 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.
(Integrate CL 3311120 from Odin)
Change 3362102 on 2017/03/23 by Aaron.McLeran
PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel
Change 3362153 on 2017/03/23 by Aaron.McLeran
UE-43286 Oculus audio plugin not working/available
Change 3362162 on 2017/03/23 by Aaron.McLeran
UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener
Change 3362206 on 2017/03/23 by Aaron.McLeran
UE-43287 Fixing HRTF spatialization in editor viewport
- Steam Audio doesn't support multiple audio devices at the moment
- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device
Change 3362775 on 2017/03/24 by mason.seay
Replaced deprecated node
Change 3363024 on 2017/03/24 by Ben.Zeigler
Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error
Change 3363030 on 2017/03/24 by Zak.Middleton
#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.
Change 3363036 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.
(Integrate CL 3311158 from Odin)
Change 3363541 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().
(Integrate CL 3311169 from Odin)
Change 3363642 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".
- Removed function call overhead to updating channel map. 64,000 function calls...
- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.
(Integrate CL 3311235 from Odin)
Change 3364441 on 2017/03/24 by Ben.Zeigler
Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
This fixes issue where iterative cooking would fail on plugin config files
Add FindConfigFileWithBaseName to GConfig
Change 3364652 on 2017/03/25 by Phillip.Kavan
#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.
Change summary:
- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.
Change 3365609 on 2017/03/27 by Richard.Hinckley
#jira UEDOC-4720
Fixed global enums being dropped from documentation after being extracted by Doxygen.
Change 3365737 on 2017/03/27 by Marc.Audy
Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.
Change 3365795 on 2017/03/27 by Marc.Audy
Fix compile error
Change 3365894 on 2017/03/27 by Phillip.Kavan
#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.
Change summary:
- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.
Change 3366067 on 2017/03/27 by Marc.Audy
Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
#jira UE-40228
Change 3366097 on 2017/03/27 by Marc.Audy
Fixed missed deprecation disable pairing for PostLadMap
Change 3366170 on 2017/03/27 by Aaron.McLeran
Fixing div by zero
Change 3366221 on 2017/03/27 by Aaron.McLeran
UE-43240 Removing dependency on component visualizers in runtime Phonon module.
Change 3366698 on 2017/03/27 by Marc.Audy
Fix Orion compile errors
Change 3366782 on 2017/03/27 by Aaron.McLeran
Bringing over optimizations from Odin to Dev-framework.
Original CL 3311435
Change 3366818 on 2017/03/27 by Aaron.McLeran
Bringing fix from Odin to Dev-Framework from CL 3304533
Fix for rare condition that stomps memory during source recycling.
Change 3366984 on 2017/03/27 by Michael.Noland
Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
#jira UE-41638
Change 3367085 on 2017/03/27 by Brent.Pease
- Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
- Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
- Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)
Change 3367434 on 2017/03/28 by Marc.Audy
Fix UT compile error
Change 3368587 on 2017/03/28 by Mike.Beach
Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).
Change 3368724 on 2017/03/28 by Zak.Middleton
#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).
#jira UE-41613, UE-28610
Change 3368748 on 2017/03/28 by Dan.Oconnor
Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references
Change 3368852 on 2017/03/28 by Mike.Beach
Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.
Change 3368873 on 2017/03/28 by Dan.Oconnor
Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.
Change 3368998 on 2017/03/28 by Dan.Oconnor
Setting CLASS_Interface early in the compilation process
Change 3369494 on 2017/03/29 by Marc.Audy
Fix UAT compile error
Change 3369924 on 2017/03/29 by Zak.Middleton
#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.
#jira UE-36973
Change 3369932 on 2017/03/29 by Ben.Zeigler
#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time
Change 3370028 on 2017/03/29 by Ben.Zeigler
CIS fix
Change 3370360 on 2017/03/29 by Mike.Beach
Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).
Change 3370363 on 2017/03/29 by Ben.Zeigler
Fix issue where loading out of date editor asset registry cache would throw pointless errors
Change 3370414 on 2017/03/29 by Marc.Audy
Remove autos
Change 3370428 on 2017/03/29 by Ben.Zeigler
Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators
Change 3370453 on 2017/03/29 by Marc.Audy
CIS fix
Change 3370548 on 2017/03/29 by Marc.Audy
#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.
Change 3370564 on 2017/03/29 by Mieszko.Zielinski
PR #3429: fix comment typo (Contributed by kayama-shift)
Change 3370602 on 2017/03/29 by Mieszko.Zielinski
Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4
Change 3370615 on 2017/03/29 by Phillip.Kavan
#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.
Change summary:
- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).
Change 3370693 on 2017/03/29 by Michael.Noland
Fixing some bad indentation
#rnx
Change 3370740 on 2017/03/29 by Ben.Zeigler
DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers
Change 3370792 on 2017/03/29 by Michael.Noland
Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE
Change 3370794 on 2017/03/29 by Michael.Noland
PR #3190: Reduce some output logging
- Reduced an Oculus log from Log to Verbose because it spams quite a bit
- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
- Treat UInputComponent::GetAxisValue(None) as not a warning
- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer
#jira UE-41446
Change 3370831 on 2017/03/29 by Dan.Oconnor
Iteration on compilation manager
- Fix Skeleton class compilation order
- Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
- Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly
Change 3370923 on 2017/03/29 by Michael.Noland
Blueprints: Added an icon to indicate whether or not a macro contains latent actions
- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified
Change 3371039 on 2017/03/29 by Dan.Oconnor
Hacky fix for dropping return params when a function's return node is culled
Change 3371750 on 2017/03/30 by Richard.Hinckley
Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.
Change 3372513 on 2017/03/30 by Ben.Zeigler
#jira UE-43475 Fix cooker issues with string asset references to null packages.
Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.
Change 3372565 on 2017/03/30 by Richard.Hinckley
Rolling back stencil change, will be moved to Dev-Rendering.
Change 3372764 on 2017/03/30 by Marc.Audy
Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
#jira UE-43328
#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.
Change 3372847 on 2017/03/30 by Marc.Audy
Fix missing include
Change 3372994 on 2017/03/30 by Zak.Middleton
#ue4 - Fix build in Debug (checkSlow using incorrect function params).
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3373320 on 2017/03/30 by mason.seay
Basic for TM-Gameplay map (WIP)
Change 3373448 on 2017/03/30 by Ben.Zeigler
Fix recursive size display in audit window
Improve asset manager comments
Change 3373576 on 2017/03/30 by dan.reynolds
AEOverview Update:
Updated Passive Mix Modifier Test based on recent changes in behavior
Also added Initial Delay Time timer to test
Change 3373589 on 2017/03/30 by dan.reynolds
AEOverview Passive Mix Mod Test Map update
Change 3373624 on 2017/03/30 by Zak.Middleton
#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.
#jira UE-40420
Change 3374271 on 2017/03/31 by Marc.Audy
Fix deprecation warning in new UT code
Change 3374320 on 2017/03/31 by Marc.Audy
Fix HTML5 compile.
Change 3374413 on 2017/03/31 by Jeff.Farris
Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.
(Copied CL 3276454 from Robo Recall to Dev-Framework)
Change 3374414 on 2017/03/31 by Jeff.Farris
Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange
(Copied CL 3267903 from RoboRecall to Dev-Framework)
Change 3374616 on 2017/03/31 by Ben.Zeigler
Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this
Change 3374664 on 2017/03/31 by Jeff.Farris
Consted AIController::GetBrainComponent()
(Copied 3239101 from Robo Recall to Dev-Framework)
Change 3374665 on 2017/03/31 by Jeff.Farris
PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.
(Coped CL 3242355 from Robo Recall to Dev-Framework)
Change 3374779 on 2017/03/31 by Jeff.Farris
Exposed SetAllPhysicsAngularVelocity to blueprints
(Copied CL 3228390 from Robo Recall to Dev-Framework)
Change 3374792 on 2017/03/31 by Ben.Zeigler
#jira UE-42618
PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)
Change 3374844 on 2017/03/31 by Ben.Zeigler
#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles
Change 3374925 on 2017/03/31 by Marc.Audy
Don't throw warning about missing world context for inactive worlds.
#jira UE-42679
Change 3374927 on 2017/03/31 by Michael.Noland
Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects
Change 3374995 on 2017/03/31 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.
Change 3375005 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include
#rnx
Change 3375015 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include (for real)
#rnx
Change 3375045 on 2017/03/31 by Marc.Audy
Only calculate the streaming levels prefix during seamless travel if it is a PIE world
#jira UE-43485
Change 3375053 on 2017/03/31 by Ben.Zeigler
#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen
Change 3375057 on 2017/03/31 by Ben.Zeigler
#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player
Change 3375121 on 2017/03/31 by Michael.Noland
Added missing include for FScopedTransaction
#rnx
Change 3375222 on 2017/03/31 by mason.seay
Submitting work done to TM-Gameplay. Still WIP
Change 3375308 on 2017/03/31 by Michael.Noland
Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities
Change 3375321 on 2017/03/31 by Ben.Zeigler
#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event
Change 3375372 on 2017/03/31 by Ben.Zeigler
#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set
Change 3375380 on 2017/03/31 by Marc.Audy
Modify IsMainAudioDevice to deal with the case where no audio device has been created.
Change 3375402 on 2017/03/31 by Marc.Audy
Fix DuplicateWorldForPIE in the case that the OwningWorld is null.
Change 3376037 on 2017/04/02 by Phillip.Kavan
#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.
Change summary:
- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.
Change 3376364 on 2017/04/03 by Richard.Hinckley
UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.
Change 3376366 on 2017/04/03 by Richard.Hinckley
UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.
Change 3376517 on 2017/04/03 by Marc.Audy
PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
#jira UE-41499
Change 3376708 on 2017/04/03 by Mike.Beach
Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.
Summary of changes:
- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
- corresponding manifest files get saved inside the module and named to match the platform
- nativized modules now whitelisted only for the platform they were generated for
- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).
Change 3376826 on 2017/04/03 by Phillip.Kavan
#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.
Change summary:
- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
- Switched 'NULL' to 'nullptr' in a few spots.
Change 3376831 on 2017/04/03 by Ben.Zeigler
#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package
Change 3376846 on 2017/04/03 by Ben.Zeigler
#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node
Change 3376850 on 2017/04/03 by Dan.Oconnor
Use authoritative class to mitigate compilation order issues
Change 3376961 on 2017/04/03 by Ben.Zeigler
#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
Fix Box2d variable name in NoExportTypes
Change 3376985 on 2017/04/03 by Ben.Zeigler
#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead
Change 3377009 on 2017/04/03 by Ben.Zeigler
#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them
Change 3377054 on 2017/04/03 by Zak.Middleton
#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#jira UE-40344
#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html
Change 3377061 on 2017/04/03 by Dan.Oconnor
Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.
Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.
Change 3377073 on 2017/04/03 by Mike.Beach
CIS fix - proper initialization ordering.
Change 3377371 on 2017/04/03 by Ben.Zeigler
#jira UE-43144 Disallow creating map of FText, like bool it is not hashable
Change 3377395 on 2017/04/03 by Dan.Oconnor
Build fix - make order in source match initialization order in artifact
Change 3377417 on 2017/04/03 by Dan.Oconnor
Speculative SA fix
Change 3377496 on 2017/04/03 by Aaron.McLeran
#jira UE-43558 Cleaning up shutdown code with audio plugins.
Change 3377608 on 2017/04/03 by Zak.Middleton
#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.
#jira UE-38966
Change 3377880 on 2017/04/03 by Aaron.McLeran
Audio bug fixes
#jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations
#jira UE-43601 Fixing listener volume interpolation
#jida UE-43602 Fixing reverb/eq interpolation
Change 3377908 on 2017/04/03 by Phillip.Kavan
#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.
Change summary:
- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.
Change 3377912 on 2017/04/03 by Dan.Oconnor
Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath
Change 3377946 on 2017/04/03 by Ben.Zeigler
#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
Lower some error verbosity now that I believe I have tracked down the issue
Change 3377950 on 2017/04/03 by Michael.Noland
Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
(May still not work correctly, but it won't crash; full fix covered by UE-43603)
#jira UE-22428
Change 3377981 on 2017/04/03 by Michael.Noland
PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)
#jira UE-43291
#jira UE-43005
Change 3378039 on 2017/04/04 by Michael.Noland
PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)
Change 3378041 on 2017/04/04 by Michael.Noland
Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent
Change 3378081 on 2017/04/04 by Dan.Oconnor
Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
3x because of copy/paste
Change 3378094 on 2017/04/04 by Dan.Oconnor
Add missing preload call for compilation manager
Change 3378917 on 2017/04/04 by Marc.Audy
Fix static analysis (which is very dumb)
Change 3378986 on 2017/04/04 by Dan.Oconnor
Fix bad merge
Change 3379100 on 2017/04/04 by Dan.Oconnor
Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
#jira UE-43629
Change 3379102 on 2017/04/04 by Ben.Zeigler
Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over
Change 3379147 on 2017/04/04 by Zak.Middleton
#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.
Change 3379254 on 2017/04/04 by Aaron.McLeran
Fixing sounds in audio mixer when no EQ has been set.
Change 3379760 on 2017/04/04 by Ben.Zeigler
#jira UE-43647 Don't delete failed async packages that are rooted
[CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3145687)
#lockdown Nick.Penwarden
#rb Merge
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3094167 on 2016/08/18 by Jeff.Fisher
UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked.
-Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user. This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences.
#review-3094106 @chad.taylor
#jira UEVR-97
Change 3104799 on 2016/08/29 by Jeff.Fisher
UEVR-178 Morpheus HMD Black crescents
-Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely. This makes the black crescent artifacts only just visible during very fast head turning. The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me.
-Renamed the functions for setting the prediction info in the PS4Tracker.
-Added render frame parameters to sony reprojection functions, these can help with debugging reprojection.
-Added commented out sce call to get the reprojection debug data. Not allowed to submit an executable that calls it, but its nice to at least know where one can put it. May improve this later.
-Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now). It should be fine to not do it if the tracker is not functioning.
#review-3104780 chad.taylor
#jira UEVR-178
Change 3108423 on 2016/08/31 by Jeff.Fisher
Morpheus Config Improvements.
-UEVR-138 Morpheus HMD reprojection wrap mode config setting
-Can now switch between wrap mode Mirror and ClampToBorder. Mirror is the default.
-Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings.
-Using generic project setting for bStartInVR, removed the morpheus specific one.
#jira UEVR-138
#review-3106999 @nick.whiting
Change 3111231 on 2016/09/01 by Jeff.Fisher
Fixed bStartInVR ini setting.
-Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted.
-Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking. Its ok that it doesn't update in that circumstance.
#review-3111211 @ryan.vance
Change 3115196 on 2016/09/06 by Keli.Hlodversson
#jira UEVR-128
Map move controller Select button to Invalid, as it is always handled by the system
Change 3116425 on 2016/09/07 by Chad.Taylor
PSVR: stereo layers implementation
Change 3116593 on 2016/09/07 by Jeff.Fisher
UEVR-126 Morpheus HMD connect dialog cancel reactions
-VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that.
-VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that.
-A delegate only implementation is also provided for apps that want to do something else. This leaves the game rendering in VR mode, and fires the delegate.
-Refactored to better separate successful HMD acquisition from stereo rendering. This was necessary to support the delegate only option on startup. If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data. When an hmd is connected its values will be read.
-Refactored to ensure reprojection starts immediately when we call StartReprojection.
#jira UEVR-126
#review-3116221
Change 3116754 on 2016/09/07 by Keli.Hlodversson
bPixelDensityAdaptive is a bool and not a float property
Change 3117692 on 2016/09/08 by Jeff.Fisher
UEVR-135 Morpheus HMD recent feature error reporting
UEVR-173 2DVR flexibility (UTexture)
-Error log for sceHmdReprojectionSetOutputMinColor failure.
-Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc.
-Added error logs for missing texture, invalid texture, wrong texture format to 2DVR.
#jira UEVR-135
#jira UEVR-173
#review-3116955 @keli.hloedversson
Change 3117990 on 2016/09/08 by Jeff.Fisher
UEVR-127 Morpheus HMD removal reaction
-Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus.
#jira UEVR-127
#review-3117968 @keli.hlodversson
Change 3120198 on 2016/09/09 by Jeff.Fisher
MorpheusReprojector frame complete wait error log
-Now log a warning if the sceKernalWaitEqueue returns an error. It not a problem if this happens rarely, but something is very broken if it starts happening continuously.
Change 3121754 on 2016/09/12 by Keli.Hlodversson
#jira UE-21878 - Also emit VR initialization analytics events in the editor.
Change 3122311 on 2016/09/12 by Nick.Whiting
Merging fix for Adreno devices rendering black from 4.13.1
Change 3123057 on 2016/09/13 by Keli.Hlodversson
#jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set.
* If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value.
* If it's SetBy_Scalability, then ignore it if it equals 100
* Else, call SetScreenPercentage using the current value
The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time.
Change 3123200 on 2016/09/13 by Chad.Taylor
PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection.
Change 3125845 on 2016/09/14 by Keli.Hlodversson
#jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used.
Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options.
Change 3127293 on 2016/09/15 by Jeff.Fisher
UEVR-225 Morpheus HMD top and bottom black crescents
-The hidden and visible area meshes for morpheus were too restrictive. Nudged them out a bit, no black crescents at the top and bottom of the screen. We are rendering a few more pixels now though.
#review-3127145 @ryan.vance
#jira UEVR-225
Change 3130635 on 2016/09/19 by Jeff.Fisher
UEVR-226 Morpheus HMD mirrored fill wrong on outer edges
-The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap.
-Refactored how the setting is applied so it works, and is less convoluted.
#jira UEVR-226
#review-3129403
Change 3131615 on 2016/09/19 by Keli.Hlodversson
#jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed
Change 3136527 on 2016/09/22 by Keli.Hlodversson
Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start.
Change 3136652 on 2016/09/22 by Keli.Hlodversson
Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem.
#jira UE-35940
Change 3138901 on 2016/09/23 by Ryan.Vance
Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14
Change 3141614 on 2016/09/27 by Keli.Hlodversson
Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR.
#jira UE-32994
Change 3141948 on 2016/09/27 by Jeff.Fisher
UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled?
-Indeed it did not work. Looks like morpheus would not accumulate the yaw, so it would be reset every frame. I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this.
#jira UEVR-242
#review-3141933 keli.hlodversson
Change 3143484 on 2016/09/28 by Nick.Whiting
Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers
Change 3143517 on 2016/09/28 by Chad.Taylor
Merging PS4Tracker fixes from Release-4.13 into Dev-VR
Change 3143805 on 2016/09/28 by Keli.Hlodversson
#jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE
Change 3143943 on 2016/09/28 by Nick.Whiting
Merging latest drop from OSVR
Change 3144221 on 2016/09/28 by Keli.Hlodversson
Implement GetTrackingSensorProperties on PS4
#jira UE-32994
Change 3144352 on 2016/09/28 by Ryan.Vance
Initial implementation of mobile multi-view.
This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release.
Change 3144585 on 2016/09/29 by Jeff.Fisher
UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz
-Enum setting added for the three frame sequences.
-90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails. This works, but its dubious.
-Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing.
-Defaulting to 60/120.
#jira UEVR-14
#review-3143486 chad.taylor nick.whiting
Change 3145263 on 2016/09/29 by Nick.Whiting
Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang
Change 3145536 on 2016/09/29 by Nick.Whiting
Fixes for project files to prevent mystery pop up from CAPI
Change 3145663 on 2016/09/29 by Keli.Hlodversson
PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction.
Change 3145670 on 2016/09/29 by Keli.Hlodversson
For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front
Change 3145687 on 2016/09/29 by Chad.Taylor
VR splash screen support
[CL 3146243 by Nick Whiting in Main branch]
2016-09-30 01:16:13 -04:00
|
|
|
|
2016-04-11 23:01:18 -04:00
|
|
|
UE_LOG(LogLoadingSplash, Log, TEXT("Loading texture for splash %s..."), *InSplashDesc.TexturePath);
|
|
|
|
|
InSplashDesc.LoadingTexture = LoadObject<UTexture2D>(NULL, *InSplashDesc.TexturePath, NULL, LOAD_None, NULL);
|
|
|
|
|
if (InSplashDesc.LoadingTexture != nullptr)
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogLoadingSplash, Log, TEXT("...Success. "));
|
|
|
|
|
}
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3145687)
#lockdown Nick.Penwarden
#rb Merge
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3094167 on 2016/08/18 by Jeff.Fisher
UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked.
-Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user. This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences.
#review-3094106 @chad.taylor
#jira UEVR-97
Change 3104799 on 2016/08/29 by Jeff.Fisher
UEVR-178 Morpheus HMD Black crescents
-Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely. This makes the black crescent artifacts only just visible during very fast head turning. The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me.
-Renamed the functions for setting the prediction info in the PS4Tracker.
-Added render frame parameters to sony reprojection functions, these can help with debugging reprojection.
-Added commented out sce call to get the reprojection debug data. Not allowed to submit an executable that calls it, but its nice to at least know where one can put it. May improve this later.
-Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now). It should be fine to not do it if the tracker is not functioning.
#review-3104780 chad.taylor
#jira UEVR-178
Change 3108423 on 2016/08/31 by Jeff.Fisher
Morpheus Config Improvements.
-UEVR-138 Morpheus HMD reprojection wrap mode config setting
-Can now switch between wrap mode Mirror and ClampToBorder. Mirror is the default.
-Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings.
-Using generic project setting for bStartInVR, removed the morpheus specific one.
#jira UEVR-138
#review-3106999 @nick.whiting
Change 3111231 on 2016/09/01 by Jeff.Fisher
Fixed bStartInVR ini setting.
-Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted.
-Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking. Its ok that it doesn't update in that circumstance.
#review-3111211 @ryan.vance
Change 3115196 on 2016/09/06 by Keli.Hlodversson
#jira UEVR-128
Map move controller Select button to Invalid, as it is always handled by the system
Change 3116425 on 2016/09/07 by Chad.Taylor
PSVR: stereo layers implementation
Change 3116593 on 2016/09/07 by Jeff.Fisher
UEVR-126 Morpheus HMD connect dialog cancel reactions
-VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that.
-VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that.
-A delegate only implementation is also provided for apps that want to do something else. This leaves the game rendering in VR mode, and fires the delegate.
-Refactored to better separate successful HMD acquisition from stereo rendering. This was necessary to support the delegate only option on startup. If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data. When an hmd is connected its values will be read.
-Refactored to ensure reprojection starts immediately when we call StartReprojection.
#jira UEVR-126
#review-3116221
Change 3116754 on 2016/09/07 by Keli.Hlodversson
bPixelDensityAdaptive is a bool and not a float property
Change 3117692 on 2016/09/08 by Jeff.Fisher
UEVR-135 Morpheus HMD recent feature error reporting
UEVR-173 2DVR flexibility (UTexture)
-Error log for sceHmdReprojectionSetOutputMinColor failure.
-Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc.
-Added error logs for missing texture, invalid texture, wrong texture format to 2DVR.
#jira UEVR-135
#jira UEVR-173
#review-3116955 @keli.hloedversson
Change 3117990 on 2016/09/08 by Jeff.Fisher
UEVR-127 Morpheus HMD removal reaction
-Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus.
#jira UEVR-127
#review-3117968 @keli.hlodversson
Change 3120198 on 2016/09/09 by Jeff.Fisher
MorpheusReprojector frame complete wait error log
-Now log a warning if the sceKernalWaitEqueue returns an error. It not a problem if this happens rarely, but something is very broken if it starts happening continuously.
Change 3121754 on 2016/09/12 by Keli.Hlodversson
#jira UE-21878 - Also emit VR initialization analytics events in the editor.
Change 3122311 on 2016/09/12 by Nick.Whiting
Merging fix for Adreno devices rendering black from 4.13.1
Change 3123057 on 2016/09/13 by Keli.Hlodversson
#jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set.
* If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value.
* If it's SetBy_Scalability, then ignore it if it equals 100
* Else, call SetScreenPercentage using the current value
The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time.
Change 3123200 on 2016/09/13 by Chad.Taylor
PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection.
Change 3125845 on 2016/09/14 by Keli.Hlodversson
#jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used.
Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options.
Change 3127293 on 2016/09/15 by Jeff.Fisher
UEVR-225 Morpheus HMD top and bottom black crescents
-The hidden and visible area meshes for morpheus were too restrictive. Nudged them out a bit, no black crescents at the top and bottom of the screen. We are rendering a few more pixels now though.
#review-3127145 @ryan.vance
#jira UEVR-225
Change 3130635 on 2016/09/19 by Jeff.Fisher
UEVR-226 Morpheus HMD mirrored fill wrong on outer edges
-The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap.
-Refactored how the setting is applied so it works, and is less convoluted.
#jira UEVR-226
#review-3129403
Change 3131615 on 2016/09/19 by Keli.Hlodversson
#jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed
Change 3136527 on 2016/09/22 by Keli.Hlodversson
Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start.
Change 3136652 on 2016/09/22 by Keli.Hlodversson
Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem.
#jira UE-35940
Change 3138901 on 2016/09/23 by Ryan.Vance
Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14
Change 3141614 on 2016/09/27 by Keli.Hlodversson
Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR.
#jira UE-32994
Change 3141948 on 2016/09/27 by Jeff.Fisher
UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled?
-Indeed it did not work. Looks like morpheus would not accumulate the yaw, so it would be reset every frame. I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this.
#jira UEVR-242
#review-3141933 keli.hlodversson
Change 3143484 on 2016/09/28 by Nick.Whiting
Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers
Change 3143517 on 2016/09/28 by Chad.Taylor
Merging PS4Tracker fixes from Release-4.13 into Dev-VR
Change 3143805 on 2016/09/28 by Keli.Hlodversson
#jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE
Change 3143943 on 2016/09/28 by Nick.Whiting
Merging latest drop from OSVR
Change 3144221 on 2016/09/28 by Keli.Hlodversson
Implement GetTrackingSensorProperties on PS4
#jira UE-32994
Change 3144352 on 2016/09/28 by Ryan.Vance
Initial implementation of mobile multi-view.
This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release.
Change 3144585 on 2016/09/29 by Jeff.Fisher
UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz
-Enum setting added for the three frame sequences.
-90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails. This works, but its dubious.
-Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing.
-Defaulting to 60/120.
#jira UEVR-14
#review-3143486 chad.taylor nick.whiting
Change 3145263 on 2016/09/29 by Nick.Whiting
Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang
Change 3145536 on 2016/09/29 by Nick.Whiting
Fixes for project files to prevent mystery pop up from CAPI
Change 3145663 on 2016/09/29 by Keli.Hlodversson
PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction.
Change 3145670 on 2016/09/29 by Keli.Hlodversson
For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front
Change 3145687 on 2016/09/29 by Chad.Taylor
VR splash screen support
[CL 3146243 by Nick Whiting in Main branch]
2016-09-30 01:16:13 -04:00
|
|
|
InSplashDesc.LoadedTexture = nullptr;
|
2016-04-11 23:01:18 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FAsyncLoadingSplash::UnloadTexture(FSplashDesc& InSplashDesc)
|
|
|
|
|
{
|
|
|
|
|
check(IsInGameThread());
|
|
|
|
|
if (InSplashDesc.LoadingTexture && InSplashDesc.LoadingTexture->IsValidLowLevel())
|
|
|
|
|
{
|
|
|
|
|
InSplashDesc.LoadingTexture = nullptr;
|
|
|
|
|
}
|
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3145687)
#lockdown Nick.Penwarden
#rb Merge
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3094167 on 2016/08/18 by Jeff.Fisher
UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked.
-Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user. This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences.
#review-3094106 @chad.taylor
#jira UEVR-97
Change 3104799 on 2016/08/29 by Jeff.Fisher
UEVR-178 Morpheus HMD Black crescents
-Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely. This makes the black crescent artifacts only just visible during very fast head turning. The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me.
-Renamed the functions for setting the prediction info in the PS4Tracker.
-Added render frame parameters to sony reprojection functions, these can help with debugging reprojection.
-Added commented out sce call to get the reprojection debug data. Not allowed to submit an executable that calls it, but its nice to at least know where one can put it. May improve this later.
-Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now). It should be fine to not do it if the tracker is not functioning.
#review-3104780 chad.taylor
#jira UEVR-178
Change 3108423 on 2016/08/31 by Jeff.Fisher
Morpheus Config Improvements.
-UEVR-138 Morpheus HMD reprojection wrap mode config setting
-Can now switch between wrap mode Mirror and ClampToBorder. Mirror is the default.
-Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings.
-Using generic project setting for bStartInVR, removed the morpheus specific one.
#jira UEVR-138
#review-3106999 @nick.whiting
Change 3111231 on 2016/09/01 by Jeff.Fisher
Fixed bStartInVR ini setting.
-Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted.
-Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking. Its ok that it doesn't update in that circumstance.
#review-3111211 @ryan.vance
Change 3115196 on 2016/09/06 by Keli.Hlodversson
#jira UEVR-128
Map move controller Select button to Invalid, as it is always handled by the system
Change 3116425 on 2016/09/07 by Chad.Taylor
PSVR: stereo layers implementation
Change 3116593 on 2016/09/07 by Jeff.Fisher
UEVR-126 Morpheus HMD connect dialog cancel reactions
-VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that.
-VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that.
-A delegate only implementation is also provided for apps that want to do something else. This leaves the game rendering in VR mode, and fires the delegate.
-Refactored to better separate successful HMD acquisition from stereo rendering. This was necessary to support the delegate only option on startup. If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data. When an hmd is connected its values will be read.
-Refactored to ensure reprojection starts immediately when we call StartReprojection.
#jira UEVR-126
#review-3116221
Change 3116754 on 2016/09/07 by Keli.Hlodversson
bPixelDensityAdaptive is a bool and not a float property
Change 3117692 on 2016/09/08 by Jeff.Fisher
UEVR-135 Morpheus HMD recent feature error reporting
UEVR-173 2DVR flexibility (UTexture)
-Error log for sceHmdReprojectionSetOutputMinColor failure.
-Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc.
-Added error logs for missing texture, invalid texture, wrong texture format to 2DVR.
#jira UEVR-135
#jira UEVR-173
#review-3116955 @keli.hloedversson
Change 3117990 on 2016/09/08 by Jeff.Fisher
UEVR-127 Morpheus HMD removal reaction
-Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus.
#jira UEVR-127
#review-3117968 @keli.hlodversson
Change 3120198 on 2016/09/09 by Jeff.Fisher
MorpheusReprojector frame complete wait error log
-Now log a warning if the sceKernalWaitEqueue returns an error. It not a problem if this happens rarely, but something is very broken if it starts happening continuously.
Change 3121754 on 2016/09/12 by Keli.Hlodversson
#jira UE-21878 - Also emit VR initialization analytics events in the editor.
Change 3122311 on 2016/09/12 by Nick.Whiting
Merging fix for Adreno devices rendering black from 4.13.1
Change 3123057 on 2016/09/13 by Keli.Hlodversson
#jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set.
* If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value.
* If it's SetBy_Scalability, then ignore it if it equals 100
* Else, call SetScreenPercentage using the current value
The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time.
Change 3123200 on 2016/09/13 by Chad.Taylor
PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection.
Change 3125845 on 2016/09/14 by Keli.Hlodversson
#jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used.
Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options.
Change 3127293 on 2016/09/15 by Jeff.Fisher
UEVR-225 Morpheus HMD top and bottom black crescents
-The hidden and visible area meshes for morpheus were too restrictive. Nudged them out a bit, no black crescents at the top and bottom of the screen. We are rendering a few more pixels now though.
#review-3127145 @ryan.vance
#jira UEVR-225
Change 3130635 on 2016/09/19 by Jeff.Fisher
UEVR-226 Morpheus HMD mirrored fill wrong on outer edges
-The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap.
-Refactored how the setting is applied so it works, and is less convoluted.
#jira UEVR-226
#review-3129403
Change 3131615 on 2016/09/19 by Keli.Hlodversson
#jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed
Change 3136527 on 2016/09/22 by Keli.Hlodversson
Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start.
Change 3136652 on 2016/09/22 by Keli.Hlodversson
Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem.
#jira UE-35940
Change 3138901 on 2016/09/23 by Ryan.Vance
Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14
Change 3141614 on 2016/09/27 by Keli.Hlodversson
Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR.
#jira UE-32994
Change 3141948 on 2016/09/27 by Jeff.Fisher
UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled?
-Indeed it did not work. Looks like morpheus would not accumulate the yaw, so it would be reset every frame. I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this.
#jira UEVR-242
#review-3141933 keli.hlodversson
Change 3143484 on 2016/09/28 by Nick.Whiting
Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers
Change 3143517 on 2016/09/28 by Chad.Taylor
Merging PS4Tracker fixes from Release-4.13 into Dev-VR
Change 3143805 on 2016/09/28 by Keli.Hlodversson
#jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE
Change 3143943 on 2016/09/28 by Nick.Whiting
Merging latest drop from OSVR
Change 3144221 on 2016/09/28 by Keli.Hlodversson
Implement GetTrackingSensorProperties on PS4
#jira UE-32994
Change 3144352 on 2016/09/28 by Ryan.Vance
Initial implementation of mobile multi-view.
This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release.
Change 3144585 on 2016/09/29 by Jeff.Fisher
UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz
-Enum setting added for the three frame sequences.
-90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails. This works, but its dubious.
-Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing.
-Defaulting to 60/120.
#jira UEVR-14
#review-3143486 chad.taylor nick.whiting
Change 3145263 on 2016/09/29 by Nick.Whiting
Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang
Change 3145536 on 2016/09/29 by Nick.Whiting
Fixes for project files to prevent mystery pop up from CAPI
Change 3145663 on 2016/09/29 by Keli.Hlodversson
PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction.
Change 3145670 on 2016/09/29 by Keli.Hlodversson
For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front
Change 3145687 on 2016/09/29 by Chad.Taylor
VR splash screen support
[CL 3146243 by Nick Whiting in Main branch]
2016-09-30 01:16:13 -04:00
|
|
|
InSplashDesc.LoadedTexture = nullptr;
|
2016-04-11 23:01:18 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FAsyncLoadingSplash::OnLoadingBegins()
|
|
|
|
|
{
|
|
|
|
|
if (bAutoShow)
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogLoadingSplash, Log, TEXT("Loading begins"));
|
|
|
|
|
LoadingStarted = true;
|
|
|
|
|
LoadingCompleted = false;
|
|
|
|
|
Show(ShowAtLoading);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FAsyncLoadingSplash::OnLoadingEnds()
|
|
|
|
|
{
|
|
|
|
|
if (bAutoShow)
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogLoadingSplash, Log, TEXT("Loading ends"));
|
|
|
|
|
LoadingStarted = false;
|
|
|
|
|
LoadingCompleted = true;
|
|
|
|
|
Hide(ShowAtLoading);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool FAsyncLoadingSplash::AddSplash(const FSplashDesc& Desc)
|
|
|
|
|
{
|
|
|
|
|
check(IsInGameThread());
|
|
|
|
|
FScopeLock ScopeLock(&SplashScreensLock);
|
Copying //UE4/Odin-Staging to //UE4/Dev-Main (Source: //Odin/Main @ 3226588)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3226413 on 2016/12/07 by Jeff.Farris
Fixed potential crash in USkeletalMeshComponent::InitArticulated().
Change 3226257 on 2016/12/07 by Mike.Beach
Mirroring CL 3219381 from Dev-Blueprints
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3226147 on 2016/12/07 by Aaron.McLeran
Implementing UE-39421 fix into odin
Change 3225906 on 2016/12/07 by Jeff.Farris
Merge-copied 3216144 from Dev-Framework to Odin (Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.)
Change 3225097 on 2016/12/07 by Zak.Middleton
#odin-ue4 - Fix GameEngine.cpp compile error (FMessageDialog not declared).
Change 3225050 on 2016/12/07 by Jeff.Farris
Added forward declaration to IOculusRiftPlugin.h to fix compile error in Test builds.
Change 3224757 on 2016/12/07 by Ben.Marsh
Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.
Change 3224451 on 2016/12/06 by Max.Chen
Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.
Copy from Dev-Sequencer
#jira UE-39419
Change 3223856 on 2016/12/06 by Guillaume.Abadie
Fixes merge collision of Base Pass's selective outputs and MSAA alpha to coverage
Change 3223673 on 2016/12/06 by Zak.Middleton
#odin-ue4 - Fixed crash when opening data table assets and working with some types of nodes in the graph editor.
Merged fixes from Dev-Editor: CL 3156326, 3172078, 3187276, 3210983.
Change 3223381 on 2016/12/06 by Nick.Whiting
Merging using UE4_MAIN_to_ODIN @ CL 3221533
Change 3223325 on 2016/12/06 by Alex.Delesky
Plugin wizard definition for creating Odin game mods. Currently this just creates an empty Content Only plugin.
This also enables the mod creation window to be shown on editor startup (can be toggled off) or invoked via a toolbar button.
Change 3221825 on 2016/12/05 by Nick.Whiting
Updating VCToolChain.cs file, which was skipped in last integration
Change 3221793 on 2016/12/05 by Zak.Middleton
#odin - Back out changelist 3218159. Going to move to trace by profile in the future instead.
Change 3219668 on 2016/12/02 by Alex.Delesky
Partially duplicating CL 3185126 into Odin:
-Fixes an issue where adding a new plugin could unnecesarily added to the additional plugin directory, which can cause build failures.
Change 3219558 on 2016/12/02 by Zak.Middleton
#odin - Fix adapative pixel density crash (again). INI settings are dumb and locally saved INIs ignore the change to the base I pushed yesterday, so pushing a code fix instead. Wrapped in "DO NOT MERGE" since this crash is fixed in Dev-VR.
Change 3218953 on 2016/12/02 by Alex.Delesky
Back out changelist 3216159 - Reintroducing Plugin Wizard Definition for defining New Plugin Wizard functionality
Change 3218822 on 2016/12/02 by Matthew.Griffin
Remove modding from folder paths
Add logging for delete task
Delete more temp files from Copy and DDC process
Change 3218410 on 2016/12/01 by Zak.Middleton
#ue4-odin - Fix crash when unloading levels or exiting the editor when objects placed in levels had a MID set in construction scripts.
CLs from Dev-Editor: 3203739, 3205814
Change 3218277 on 2016/12/01 by Zak.Middleton
#ue4-odin - Fixed crash when opening data table assets.
Merged small fixes from Dev-Editor: CL 3156326, 3172078, 3187276.
#jira ODIN-2096
Change 3218178 on 2016/12/01 by Jeff.Farris
Fix for bad merge in InheritableComponentHandler (discovered via shadow var warning)
Change 3218159 on 2016/12/01 by Zak.Middleton
#ue4-odin - Wrap blueprint trace functions using trace channels to a generic helper that uses any collision channel. Before we decide whether to expose object channel or general collision channel functions to blueprints, this allows games to at least build off the general functions.
Change 3216502 on 2016/11/30 by Nick.Whiting
Missed files from merge
Change 3216490 on 2016/11/30 by Nick.Whiting
Merge Main -> Odin, up to CL 3202946
Change 3216159 on 2016/11/30 by Zak.Middleton
#odin - Back out changelist 3216005
Change 3216005 on 2016/11/30 by Alex.Delesky
Adding the IPluginWizardDefinition interface, which is used to determine the functionality of the new plugin wizard along with what kind of plugins can actually be created. This can be used to change the behavior of the plugin wizard to create new game mods.
Change 3215329 on 2016/11/30 by Jeff.Farris
Re-expose collision settings on EQSTestingPawn so users can make the test pawn agent dimensions match the pawn they are trying to simulate.
Change 3213875 on 2016/11/29 by Jeff.Farris
Turned off collision on EQSRenderingComponent for EQSTestingPawns. Fixes issue with bogus agent dimensions.
Change 3213027 on 2016/11/29 by Matthew.Griffin
Added Modding Build steps to copy everything needed for an installed editor build
Added BuildCommand to run GenerateDistillFileSetsCommandlet and copy the resulting file list to another location
Fix for APEX .pdb paths
Change 3206638 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class
Change 3206175 on 2016/11/21 by Nick.Atamas
#umg exposed support for explicit wrap width in WrapBox.
Change 3204658 on 2016/11/18 by Alan.Villani
#odin Wiring up new intro cinematic to game flow.
Change 3201200 on 2016/11/16 by Alan.Villani
#odin Spectator/Leaderboards: Added console var vr.bAllowSpectatorTexture to enable/disable the display of the spectator texture. Also enabling spectator panel and leaderboards with this change.
Change 3201064 on 2016/11/16 by Wyeth.Johnson
Support new billboards
Change 3199357 on 2016/11/15 by Alan.Villani
#odin OnlineSubsystemOculus: Removing logging now that problem has been fixed.
Change 3199302 on 2016/11/15 by Alan.Villani
#odin OnlineSubsystemOculus: Skip reinit if not a successful init in ovr_ResetInitAndContext(). Also added logging to shutdown.
Change 3198947 on 2016/11/15 by Alan.Villani
#odin Spectator/Leaderboards: Reinstating CL 3197812 with fix to make InitWithWindowsPlatform() return warnings instead of errors.
Change 3198803 on 2016/11/15 by Jeff.Farris
Copied CL 3198691 frojm Dev-Sequencer (Sequence Recorder: Optimize record transforms by setting all the keyframes at once. Also, added option to toggle removing redundant keyframes from the recorded tracks.)
Change 3198525 on 2016/11/15 by Alan.Villani
#odin ODIN-1758. Spectator/Leaderboards: Back out changelist 3197812. This change was causing the automated packaged build to fail. Since the root cause hasn't been found, reverting the change.
Change 3197909 on 2016/11/15 by Alan.Villani
#odin OnlineSubsystemOculus: Fix for linking issue with Odin Monolithics build.
Change 3197812 on 2016/11/14 by Alan.Villani
#odin Spectator and leaderboard code support:
Support for enhanced oculus leaderboard functionality. Player's score is uploaded on FinishLevel(). Added delegate function to allow Rift render code to render an additional passed in texture - this is used to display spectator information in the mirrored window. GetMissionRowName() can now return the row name for the intro mission.
This is only code support. Blueprint support to follow.
Change 3196940 on 2016/11/14 by Nick.Whiting
Fix for include path
Change 3196897 on 2016/11/14 by Nick.Whiting
Integrating IKinema plugin. Note that there are some deprecation warnings that have not been fixed up because of the refactoring. We're going to avoid fixing that up for now, because it's a large refactor, and the plugin is only needed for this week.
Change 3194897 on 2016/11/11 by Zak.Middleton
#ue4 - (Odin) -- Downgrade warning log spam when sweeping skeletal mesh components.
Change 3194799 on 2016/11/11 by Nick.Atamas
Added better normals for curved WidgetComponent.
Change 3194697 on 2016/11/11 by Chris.Bunner
Duplicated CL 3194665 from Dev-Rendering: Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles.
Change 3194383 on 2016/11/11 by Zak.Middleton
#ue4 - (Odin) - Avoid calling ComponentOverlapComponent() when handling overlap checks if either component is a SkeletalMeshComponent. That function returns false for those, however a normal global overlap check would return a valid result.
Also elevated warnings (from log) when trying to use above function with SkeletalMeshComponents.
Change 3194380 on 2016/11/11 by Zak.Middleton
#ue4 - (Odin) - UPrimitiveComponent::GetCollisionEnabled() checks the owner Actor enable collision setting. Handles cases where the BodyInstance doesn't have physics state.
Also merge CL 3136709 to fix overlap events spam.
Change 3192616 on 2016/11/09 by Zak.Middleton
#odin - Jump arcs only draw in editor if Navigation is shown, or when selected in editor.
Change 3192310 on 2016/11/09 by Daniel.Wright
[Copy] Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading
Change 3191042 on 2016/11/08 by Nick.Atamas
#slate/umg
Added SetIsExapanded_Animated() method to SExpandableArea.
Added anim length to ExpandableArea's widget style.
Change 3190411 on 2016/11/08 by Guillaume.Abadie
Adds some randomness in particul collisions.
Change 3186455 on 2016/11/03 by Stanley.Hayes
Fixed Tangents the mesh generation of Widget Component, now works with Bump Offset! -- The Impl for non-planar widgets is wrong but works as a temp fix
Change 3186335 on 2016/11/03 by Alan.Villani
#odin Oculus Input:
Fix for haptic feedback not processing unless both touch controllers are active.
Change 3184215 on 2016/11/02 by Daniel.Wright
Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only
Change 3182542 on 2016/11/01 by Nick.Atamas
Applied feedback after code review:
- Fixed bug with incorrectly assigned LocalHitLocation
- PerformTrace is now const
- Clarified comments.
Potentially fixed jira ODIN-1590, pending verification.
Change 3181845 on 2016/11/01 by Nick.Atamas
Details panel filters now show a distinct visual state (yellow highlight) when a filter is active.
https://jira.it.epicgames.net/browse/UE-11088
Change 3179037 on 2016/10/28 by Zak.Middleton
#ue4 - (Odin) - Avoid crash in PropertyChangeListener when WeakObjectPtr goes null. Prevent passing null objects in array to delegates that don't null check the elements. Repro steps still unclear, adding ensure() to catch it for more info.
Change 3177127 on 2016/10/27 by Alan.Villani
#odin Menu Shell:
Put in cvar to allow disabling of haptics.
Change 3174582 on 2016/10/26 by Zak.Middleton
#ue4 - Changed Actor::GetForwardVector, GetUpVector, and GetRightVector to just wrap to the FQuat functions. These use inline constants rather than a memory fetch to the static FVector::ForwardVector etc, so the multiplies are better optimized in-place by the compiler (ie with constant folding).
Change 3174401 on 2016/10/25 by Maciej.Mroz
In nativized code Nullptr is always casted to UObject type.
#jira ODIN-1560
Change 3173310 on 2016/10/25 by Guillaume.Abadie
Fix a bug in the forward shading particule collision hack using ddx/ddy to compute the normal and implement an accurate way of compute the normal requiering two addtional scene depth buffer fetches for neighboorhing pixels and use it as default.
Change 3172997 on 2016/10/24 by Nick.Atamas
Cylindrical Widget - First Pass Support.
Change 3172707 on 2016/10/24 by Nick.Whiting
Integrating fix for haptic effects with sound waves crashing when no sound wave is loaded.
Change 3172167 on 2016/10/24 by Jeff.Farris
Merged 3120587 from Dev-Sequencer to Odin (Fbx Export: Fix double transforms on an exported mesh.)
Change 3170221 on 2016/10/21 by Zak.Middleton
#ue4 - Fix projectiles and characters not moving at all when frame delta time is very low (time dilation is very low, framerate is very high, or a combination of both).
Change 3170036 on 2016/10/20 by Zak.Middleton
#ue4 - Make Ragdoll collision profile ignore Visibility channel (to match CharacterMesh collision profile).
Change 3169728 on 2016/10/20 by Zak.Middleton
#ue4 - Fix comment.
Change 3169727 on 2016/10/20 by Zak.Middleton
#ue4 - Fix spacing/indentation.
Change 3169277 on 2016/10/20 by Zak.Middleton
#ue4 - Lower default simulations per second in PredictProjectilePath. Now that it is more accurate (after CL 3124174), this will still maintain quality with better performance.
Change 3169272 on 2016/10/20 by Zak.Middleton
#ue4 - Change some array Reset() calls back to Empty(), since blueprints typically keep these arrays around forever and we don't want them to stay large.
Change 3168157 on 2016/10/19 by Jeff.Farris
Merging 3168079 from Dev-Framework to Odin (Fix timing issue that causes snapshotpose to t-pose.)
Change 3167894 on 2016/10/19 by Chris.Bunner
Updated tooltip comment.
Change 3167569 on 2016/10/19 by Jeff.Farris
#engine Fixed issue with cine camera component where blueprint-accessible FOV data could be incorrect in some circumstances
Change 3166950 on 2016/10/18 by Zak.Middleton
#ue4 - Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
Change 3166807 on 2016/10/18 by Zak.Middleton
#ue4 - Make all GameplayStatics functions take const WorldContextObjects, so they are more usable from C++.
Change 3166540 on 2016/10/18 by Jeff.Farris
Merging 3164818 from Dev-Framework to Odin (Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.)
Change 3166323 on 2016/10/18 by Jeff.Farris
#engine Fixed issue where Navlink smartlinks wouldn't respect the Direction property proprely.
Change 3163415 on 2016/10/14 by Chris.Bunner
Allow surface actor particles to inherit UV coordinates through the dynamic parameter struct.
Change 3162716 on 2016/10/13 by Jeff.Farris
#engine Made UPathFollowingComponent::HasReachedCurrentTarget() virtual
Change 3161602 on 2016/10/13 by Jeff.Farris
#engine removed a comment I left in
Change 3161037 on 2016/10/12 by Alan.Villani
#odin Loading Screens:
Modified AsyncLoadingSplash to use platform specific max layer number.
Change 3160690 on 2016/10/12 by Jeff.Farris
#engine Added PathFollowingComponent::bIsDecelerating to know when AI is in its "decelerate at the end of the path" state
Change 3160686 on 2016/10/12 by Jeff.Farris
#engine Fixed comment on NavMovementComponent::bUseAccelerationForPaths
Change 3160200 on 2016/10/12 by Zak.Middleton
#odin - Added Odin versions of Sphere, Capsule, Box trace functions taking any trace channel.
Change 3156847 on 2016/10/10 by Maciej.Mroz
#jira ODIN-1345
In nativized code, value of output array parameter is reset before the funtion, that will fill the parameter, is called. The same mechanism is already used by bytecode comiler.
Change 3155495 on 2016/10/07 by Zak.Middleton
#ue4 - RootComponent fixup in AActor::PostLoadSubojects should handle constructors that also try to fix up the old root component on their own.
Additionally we should attach the old root component to the new one, otherwise it has no parent.
Change 3154962 on 2016/10/07 by Chris.Bunner
Duplicating CL 3148934, 3148994 from Dev-Rendering - Added pre-skinned local position material graph node, vertex shader only.
Change 3154255 on 2016/10/06 by Zak.Middleton
#ue4 - Add AIController to the delegate for move completion for blueprint "AI Move To Location or Actor" nodes, so you can know which AI finishes the move.
Change 3154217 on 2016/10/06 by Mike.Beach
Backing out changelist 3146883, as it was causing properties to clear on load (in Gun_Shotgun/BP_RightHand).
Change 3154199 on 2016/10/06 by Zak.Middleton
#ue4 - Inline a few simple functions in UKismetSystemLibrary for performance in nativized builds.
Change 3153427 on 2016/10/06 by Jeff.Farris
Updated Oculus AppID to the full game ID
Change 3148205 on 2016/10/02 by Zak.Middleton
#ue4 - Perf: Add simple path for UPrimitiveComponent::UpdatePhysicsVolume() when there are no physics volumes placed in a level. Avoid checking overlapping components for any volumes at all.
Change 3148089 on 2016/10/01 by Phillip.Kavan
Merging in CLs 3148022 and 3148033 from //UE4/Dev-Blueprints/...
Note: These were dependent on the following additional CLs, which have also been merged in:
=> 3081010,3116021,3123581,3131318,3132348,3133072,3133817,3137800,3137851
Change 3148054 on 2016/10/01 by Nick.Whiting
Adding much smaller footprint entitlement check
Change 3147910 on 2016/10/01 by Nick.Whiting
Back out changelist 3147807
Change 3147909 on 2016/10/01 by Nick.Whiting
Back out changelist 3147787
Change 3147810 on 2016/09/30 by Zak.Middleton
#odin - Fix "Delay" nodes in macros not working correctly. This made simultaneous instances of our "UndilatedDelay" and "0-1 Lerp" macros incorrect.
(Mirror CL 3119502 from Dev-Blueprints)
Change 3147807 on 2016/09/30 by Nick.Whiting
Blueprint cyclic dependency fixes, submitted on behalf of DanO.
Change 3147787 on 2016/09/30 by Nick.Whiting
Adding Oculus Entitlement check for Odin
Change 3147732 on 2016/09/30 by Daniel.Wright
From Guillaume: Skip ClearStencilFromBasePass by using a single bit of stencil as a sandbox bit. This requires all passes that use stencil to setup a proper read / write mask, as other stencil bits will be non-zero. Saves .14ms
Change 3147285 on 2016/09/30 by Dan.Oconnor
Back out changelist 3147258
Introduced "Detaching from existing linker" crash
Change 3147258 on 2016/09/30 by Dan.Oconnor
Making sure we defer objects that have unserialized archetypes
Change 3146985 on 2016/09/30 by Daniel.Wright
Skip Prepass ResolveSceneDepthTexture if there's no way decals or shadows will use it, since there's another resolve after the base pass. Saves .1ms in the planar reflection pass.
Change 3146883 on 2016/09/30 by Dan.Oconnor
Fix for component data getting lost on load. Two primary causes:
1. Loading component, then loading its template and reinitializing it from parent
2. Discarding inheritable component handler on load because it 'matched' the unloaded super (or it was unloaded and matched a loaded super, or both of them weren't yet loaded and they matched)
Change 3145504 on 2016/09/29 by Daniel.Wright
Capsule indirect shadows are now affected by DynamicShadows showflag
Change 3145416 on 2016/09/29 by Wyeth.Johnson
optimized vector to radial value to use atan2fast. Small polish to weapon available indicators, slightly smaller, radial res in, get brighter right before pickup to match the glow transition
Change 3144359 on 2016/09/28 by Zak.Middleton
#ue4 - Add IsPointInBox() and IsPointInBoxWithTransform() to KismetMathLibrary.
Change 3144302 on 2016/09/28 by Daniel.Wright
New SceneCapture functions for managing the ShowOnly list: RemoveShowOnlyComponent, RemoveShowOnlyActorComponents, ClearShowOnlyComponents
Change 3144210 on 2016/09/28 by Daniel.Wright
Manual copy - Shadow stencil optimisation from Ben Woodhouse with cvar (enabled by default). Saves .2ms in Odin.
Change 3144208 on 2016/09/28 by Daniel.Wright
Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution. Planar reflection depth resolves .8ms -> .2ms on 970
Change 3143778 on 2016/09/28 by Ryan.Vance
Disabling motion blur scale behavior. We want the motion blur scale to be consistent regardless of time dilation.
Cleaning up the velocity bias change made yesterday for odin, need to ensure it doesn't make it back to main as it will break TAA.
Change 3143728 on 2016/09/28 by Jeff.Farris
Made AIController::MoveTo virtual
Change 3142740 on 2016/09/27 by Nick.Whiting
Fix for dynamic object velocity rendering not working. MSAA was breaking it, needed to add a bias in the VelocityShader in order to pass depth tests
Change 3142665 on 2016/09/27 by Ryan.Vance
Fixing incorrect uniform/buffer references for passes that aren't drawn with ISR when ISR is turned when using forward.
Change 3142488 on 2016/09/27 by Zak.Middleton
#ue4 - Expose Character::MovementModeChangedDelegate to blueprints. Fix category on OnReachedJumpApex event.
Change 3142360 on 2016/09/27 by Frank.Fella
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Change 3142204 on 2016/09/27 by Zak.Middleton
#odin - Nav jump links update their nav data in realtime as the start and end points are moved. Still need to color the predicted path based on the nav data.
Change 3141695 on 2016/09/27 by Guillaume.Abadie
Fixes depth buffer collision on GPU particle in the forward render by computing the world normal using a cross(ddx(), ddy()) of the world position.
#review-3141656 @ben.woodhouse
Change 3141013 on 2016/09/27 by Zak.Middleton
#ue4 - NavLinkProxy properly calls SetNavigationRelevancy() when created in the editor. Fixes the need to uncheck/recheck bSmartLinkIsRelevant.
Change 3140878 on 2016/09/26 by Zak.Middleton
#ue4 - Add MarkRenderStateDirty() to UNavLinkCustomComponent::SetLinkData(), so visualizers update asap after link data changes.
Change 3140863 on 2016/09/26 by Nick.Whiting
Adding in vr.MonoCapture, which disables the right eye for capturing in order to give a performance boost
Change 3140790 on 2016/09/26 by Zak.Middleton
#ue4 - Make LineBatchComponent's FLineBatcherSceneProxy::GetViewRelevance() respect show flags (such as hidden in game).
Change 3140175 on 2016/09/26 by Dan.Oconnor
Mirror of 3140143
#jira UE-36395
Change 3139622 on 2016/09/26 by Maciej.Mroz
Fixed const local variables in Nativized code
Change 3139257 on 2016/09/24 by Jeff.Farris
Added GetGrabbedComponent() to UPhysicsHandleComponent.
Change 3139050 on 2016/09/23 by Nick.Whiting
Support for trailer capturing, as well as gamepad controls for adjustment
Change 3138644 on 2016/09/23 by Zak.Middleton
#ue4 - Added FPredictProjectilePathPointData::Reset(). Presize path points array in UGameplayStatics::PredictProjectilePath().
Change 3138521 on 2016/09/23 by Ryan.Vance
#jira UE-36114
We need to bind the right eye's forward lighting state when ISR is enabled and branch depending on which eye instance we're drawing.
Added a copy of FForwardGlobalLightData, NumCulledLightsGrid CulledLightDataGrid, and ForwardLocalLightBuffer for the right eye and set them when drawing with ISR
Moved ForwardLightingResources from FViewInfo up to FSceneView for access
Removed USE_CULLED_LOCAL_LIGHTS as it wasn't being used and complicated the shader refactor
TODO: This can be greatly simplified by generating the FForwardGlobalLightData uniform assignment shader code similar to how I'm handling the view uniforms. To clean up the branching for the grid buffers we should write both eyes into a single buffer and just use an offset.
Change 3138178 on 2016/09/23 by Zak.Middleton
#ue4 - Add FVector::DistXY() and Dist2D() (as an alias). Add FVector::Distance() as an alias for Dist(), and FVector::DistSquared2D() as an alias for DistSquaredXY(). Fixed comment in FVector2D::Distance() saying it was the squared distance.
- This is more in line with the Size2D(), SizeSquared2D(), GetSafeNormal2D() naming, but maintains backwards compat for a large amount of code.
Change 3138162 on 2016/09/23 by Lukasz.Furman
fixed navmesh crash on attempt to regenerate an empty tile layer
Change 3137578 on 2016/09/23 by Maciej.Mroz
#jira ODIN-1017 [Nativization] Crash while loading Hub_env level
Ensured, that CreateExport (and fully construction) is called for loaded DynamicClass.
Change 3136774 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
#jira ODIN-1013
Change 3136491 on 2016/09/22 by Jeff.Farris
Removed an unnnecessary ensure in ApplyPhysicalAnimationProfileBelow.
Change 3136412 on 2016/09/22 by Zak.Middleton
#ue4 - Inlined more functions in KismetMathLibrary that used error reporting (eg divide by zero errors). Moved the actual error reporting to the cpp so the inline overhead and compilation overhead is negligible.
Change 3136288 on 2016/09/22 by Zak.Middleton
#ue4 - Inline KismetMathLibrary functions where appropriate. Improves performance in nativized builds where the calls were not inlined even for the most simple functions (like "Not Bool", "Add Ints").
Change 3136162 on 2016/09/22 by Ben.Marsh
Merge CL 3136158 to fix issues generating project files with Visual Studio Express.
Change 3135403 on 2016/09/22 by Jeff.Farris
GameplayStatics::ApplyPointDamage and ApplyDamage now return the actual damage that was applied
Change 3135052 on 2016/09/21 by Zak.Middleton
#ue4 - Add new GameplayStatics::PredictProjectilePath functions with added functionality.
- Option to trace for collision by trace channel, object type, or both.
- Added versions that take input and output struct parameters.
- Output now includes location, velocity, and time for each point on the path.
Change 3134757 on 2016/09/21 by Guillaume.Abadie
Removes all resolve operations from distortion pass and support MSAA for the forward shader.
#review-3134758 @daniel.wright
Change 3134635 on 2016/09/21 by Jeff.Farris
Merged from Dev-Physics-Upgrade to Odin. This is the upgrade to PhysX 3.4.
Change 3134101 on 2016/09/21 by David.Hill
Post process CombineLUT shouldn't be per eye.
Also disable weighted-average post process passes for bloom when filter size is set to zero.
#review-3134102 @chris.bunner
Change 3133191 on 2016/09/20 by Guillaume.Abadie
Normalizes material's Opacity Mask according to Opacity Mask Clip Value.
Change 3133082 on 2016/09/20 by Brian.Karis
Static light source shapes in reflection captures will fade out when outside influence instead of going black.
Change 3132936 on 2016/09/20 by Jeff.Farris
Fixed some engine issues with setting mass overrides.
Change 3132821 on 2016/09/20 by Guillaume.Abadie
Adds support for MSAA on masked material using shader implemented alpha to coverage.
#review-3130154 @daniel.wright
Change 3132522 on 2016/09/20 by Zak.Middleton
#ue4 - Cache conversion of WalkableSlopeAngle to the cosine value in FWalkableSlopeOverride struct, when used in the override modes. Avoids computing this conversion (potentially multiple times per frame) for every character movement move and floor test.
Change 3130457 on 2016/09/19 by Daniel.Wright
Reuse ESceneColorFormatType::HighEndWithAlpha if the format allows it - prevents two scene color textures being allocated with planar reflections with r.SceneColorFormat=4
Change 3129467 on 2016/09/16 by Zak.Middleton
#ue4 - Improve Accuracy of final point in UGameplayStatics::PredictProjectilePath() to respect MaxSimTime. Previously the sim could have exceeded the max time if (MaxSimTime / SimFrequency) had a fractional part.
Change 3129327 on 2016/09/16 by Daniel.Wright
Added r.NormalCurvatureToRoughnessExponent for tweaking
NormalCurvatureToRoughness is now applied to clearcoat roughness
Change 3129324 on 2016/09/16 by Daniel.Wright
Added r.TemporalAACurrentFrameWeight for debugging
Change 3128812 on 2016/09/16 by Daniel.Wright
Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views). Fixes planar reflections with r.SceneColorFormat=3.
Change 3128811 on 2016/09/16 by Daniel.Wright
Fixed planar reflections in forward shading. The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
Change 3126195 on 2016/09/15 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Manually merged cl#3124667 from Dev-Blueprints
Change 3126108 on 2016/09/14 by Nick.Whiting
Added GetLaunchOption blueprint node to check if command line arguments are set
Added -demo path for Odin, which disables pause, and changes opening flow
Change 3125819 on 2016/09/14 by Zak.Middleton
#ue4 - Add option for accurate bounds for LineBatchComponent, on by default. Corrects attempts to focus on actors using them causing the view to zoom out to HALF_WORLD_MAX.
Turned this off for world debug line visualizers, to avoid affecting perf for those (and they often have lines/points all over anyway).
Change 3125686 on 2016/09/14 by Zabir.Hoque
Slimed down when and where we resolve RT particularly for forward rendering.
Change 3124174 on 2016/09/13 by Zak.Middleton
#ue4 - Improved accuracy and performance of PredictProjectilePath(). Switched to semi-implicit Euler integration. Fixed not being able to pass in const WorldContextObjects (only an issue when used from code, BP didn't care).
Change 3124121 on 2016/09/13 by Zak.Middleton
#odin - Integrate CL 3122728 from Dev-Editor:
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
Change 3124116 on 2016/09/13 by Zak.Middleton
#odin - Back out revision 3 from //Odin/Main/Engine/Source/Runtime/UMG/Private/Components/WidgetInteractionComponent.cpp
Change 3123485 on 2016/09/13 by Stanley.Hayes
Added optional trace channels to WidgetInterationComponent
Change 3123301 on 2016/09/13 by Zak.Middleton
#ue4 - Added ENGINE_API to some functions in ULineBatchComponent that were not exported: DrawLines, DrawLine, DrawPoint, DrawSolidBox, DrawMesh.
Change 3122632 on 2016/09/13 by Maciej.Mroz
Improved ReverseForEachLoop macro in StandardMacros
Change 3122351 on 2016/09/12 by Nick.Whiting
Adding 90fps tracking to the FPS summary chart creation
Change 3122325 on 2016/09/12 by Wyeth.Johnson
Needed a 5 minute breather. Updated Editor splash screen because reasons
Change 3121869 on 2016/09/12 by Zak.Middleton
#ue4 - (Merge to Odin) Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
(Integrate Framework->Odin)
Change 3121407 on 2016/09/12 by Wyeth.Johnson
Fixed shopfront for Oz, big bot WIP
Change 3121253 on 2016/09/12 by Zak.Middleton
#ue4 - Fix CharacterMovement braking when using acceleration for paths.
- Fixed pathfinding using friction in GetPathFollowingBrakingDistance() and using wrong formula for stopping distance. Pathfinding adjusts analog input to achieve this deceleration, so friction is never applied and should not be included here.
- Added virtual "GetMaxBrakingDeceleration()" function to CharacterMovementComponent. Returns deceleration value set for current movement mode (ie BrakingDecelerationWalking, BrakingDecelerationFlying, etc).
Change 3121231 on 2016/09/12 by Wyeth.Johnson
Fixed procedural Stuff, now to fix aliasing :)
[CL 3226598 by Nick Whiting in Main branch]
2016-12-08 03:26:33 -05:00
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if (SplashScreenDescs.Num() < (int32)GetTotalNumberOfLayersSupported())
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2016-04-11 23:01:18 -04:00
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{
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#if !UE_BUILD_SHIPPING
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// check if we already have very same layer; if yes, print out a warning
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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{
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if (SplashScreenDescs[i] == Desc)
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{
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UE_LOG(LogHMD, Warning, TEXT(""))
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}
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}
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#endif // #if !UE_BUILD_SHIPPING
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SplashScreenDescs.Add(Desc);
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return true;
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}
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return false;
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}
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void FAsyncLoadingSplash::ClearSplashes()
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{
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check(IsInGameThread());
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FScopeLock ScopeLock(&SplashScreensLock);
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for (int32 i = 0; i < SplashScreenDescs.Num(); ++i)
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{
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UnloadTexture(SplashScreenDescs[i]);
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}
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SplashScreenDescs.SetNum(0);
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}
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bool FAsyncLoadingSplash::GetSplash(unsigned index, FSplashDesc& OutDesc)
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{
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check(IsInGameThread());
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FScopeLock ScopeLock(&SplashScreensLock);
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if (index < unsigned(SplashScreenDescs.Num()))
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{
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OutDesc = SplashScreenDescs[int32(index)];
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return true;
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}
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return false;
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}
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