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UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_SkeletalControlBase.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720406 on 2015/10/07 by Aaron.McLeran Audio optimization Don't search for nearest listener if there's only 1 listener. Change 2720411 on 2015/10/07 by Aaron.McLeran Fixing HRTF spatialization code with recent changes to stereo spatialization. HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates. Change 2723829 on 2015/10/09 by Mieszko.Zielinski Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4 UE-21880 Change 2723873 on 2015/10/09 by Mieszko.Zielinski Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4 UE-21977 Change 2724834 on 2015/10/12 by Ori.Cohen PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk) Change 2724850 on 2015/10/12 by Marc.Audy Fix sound not restarting in matinee preview when jumping back along timeline after reaching end #codereview Nick.Darnell Change 2726499 on 2015/10/13 by Ori.Cohen Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1 Change 2726689 on 2015/10/13 by Marc.Audy Make UPackage::PackageFlags private Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor #codereview Mike.Fricker Change 2726862 on 2015/10/13 by Lukasz.Furman removed unused code from DetourNavMeshQuery #ue4 UE-21988 Change 2726888 on 2015/10/13 by Lukasz.Furman fixed observer abort: both mode in behavior tree's cone check decorator #ue4 UE-19375 Change 2726913 on 2015/10/13 by Lukasz.Furman navmesh raycast will use nearest poly containing ray origin instead of just closest one #ue4 UE-19334 Change 2726920 on 2015/10/13 by Marc.Audy Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName #codereview Dmitriy.Dyomin, Bob.Tellez Change 2726931 on 2015/10/13 by Lukasz.Furman fixed missing Tick event in aborting behavior tree tasks from abandoned subtree #ue4 UE-21777 Change 2728093 on 2015/10/14 by Ori.Cohen Fix edge case of sphyl scale take two. The previous approach did double scaling Change 2728577 on 2015/10/14 by Mieszko.Zielinski Improved navmesh labeling condition #UE4 Change suggested by github user #rb Lukasz.Furman Change 2728587 on 2015/10/14 by Lukasz.Furman fixed crowd simulation for auto possessed pawns placed on level #ue4 #rb Mieszko.Zielinski Change 2728629 on 2015/10/14 by Lukasz.Furman fixed influence of navmesh edges on crowd simulation near end of path #ue4 UE-21380 #rb Mieszko.Zielinski Change 2728678 on 2015/10/14 by Lukasz.Furman added Z check to detour's crowd avoidance segment gathering #ue4 UE-20889 #rb Mieszko.Zielinski Change 2728745 on 2015/10/14 by Lukasz.Furman fixed copy&paste operation in behavior tree's composite decorators subgraphs #ue4 UE-18740 Change 2729276 on 2015/10/14 by Stan.Melax ensure all actors get recreated with new collision shape specification. this wasn't being done for a couple of editing methods. todo: this should be merged into 4.10 #UE-20961 #rb ori.cohen Change 2730709 on 2015/10/15 by Marc.Audy Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions #rb Lina.Halper Change 2733590 on 2015/10/19 by Benn.Gallagher Fixed various crashes when using undo and redo while manipulating state machines UE 22088 Change 2735143 on 2015/10/20 by Lukasz.Furman clearing behavior tree debugger's state when displayed subtree becomes inactive #ue4 #rb Mieszko.Zielinski Change 2735144 on 2015/10/20 by Lukasz.Furman rebuilding behavior tree graph node order when node is being moved #ue4 #rb Mieszko.Zielinski Change 2735403 on 2015/10/20 by sebastian.kowalczyk Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform). Change 2736406 on 2015/10/21 by sebastian.kowalczyk Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon. Change 2736436 on 2015/10/21 by sebastian.kowalczyk Fixed crash in gameplay debugger with player set as debug target. Change 2736437 on 2015/10/21 by sebastian.kowalczyk Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet). Change 2736489 on 2015/10/21 by sebastian.kowalczyk Hide internal and debug hud classes from drop down lists. Change 2736504 on 2015/10/21 by sebastian.kowalczyk Fix for UE-18548 "EnableGDT does not work correctly in PIE". Change 2736529 on 2015/10/21 by sebastian.kowalczyk Fixed UE-18548 "EnableGDT does not work correctly in PIE" Change 2736588 on 2015/10/21 by sebastian.kowalczyk Removed old log visualizer classes. Change 2736700 on 2015/10/21 by sebastian.kowalczyk Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module. Change 2737180 on 2015/10/21 by Zak.Middleton #ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits. #rb Aaron.Mcleran #jira UE-22436 Change 2738084 on 2015/10/22 by sebastian.kowalczyk Better indication of selected pawn for Gameplay Debugger. Change 2738413 on 2015/10/22 by Marc.Audy Disable duplication of worlds/maps via the content browser #jira UE-22200 #rb James.Golding Change 2739743 on 2015/10/23 by bruce.nesbit UE-18707 - Issue with drawing material triangle on canvas #1387 Added DrawTriangleUsingVertexColor Change 2739751 on 2015/10/23 by bruce.nesbit Revised bShowDebugForReticleTarget should not be static #1539 Change 2739788 on 2015/10/23 by bruce.nesbit Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor Fixed compile error Change 2739870 on 2015/10/23 by Marc.Audy Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself. #jira UE-22362 #rb Zak.Middleton Change 2739882 on 2015/10/23 by sebastian.kowalczyk Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue. Change 2740140 on 2015/10/23 by Marc.Audy Ensure that components reregister tick functions after seamless travel #jira UE-20892 #rb Zak.Middleton Change 2740614 on 2015/10/23 by Ori.Cohen Fix linker issues for people wanting to use physics lock lambdas Change 2740674 on 2015/10/23 by Aaron.McLeran Sound Focus Feature Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener - Define the min/max azimuth angle to establish in-focus and non-focus regions - Can scale the priority of a sound based on focus angle - Can attenuate the volume of a sound based on focus angle - Can scale the listener-emitter distance based on focus angle - Distance scale is applied when determining max audible distance for USoundBase - Can opt-out of focus effects for a sound at the USoundBase level #rb Ryan.Vance Change 2741542 on 2015/10/26 by Lukasz.Furman lowered min value clamping in navigation filter properties #ue4 #rb Mieszko.Zielinski Change 2743227 on 2015/10/27 by Marc.Audy Make ASceneCaptureCube subclassable outside of Engine module #jira UE-22609 Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module #jira UE-22610 #rb Jeff.Farris Change 2743255 on 2015/10/27 by Marc.Audy Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor #rb Jeff.Farris Change 2743729 on 2015/10/27 by Ori.Cohen Fix case where we spawn and adjust location which gives us implicit velocity. #codereview Stan.Melax Change 2746135 on 2015/10/29 by sebastian.kowalczyk Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work." Change 2746437 on 2015/10/29 by Lukasz.Furman pass on verifying behavior tree stack before accessing its elements #ue4 #rb Mieszko.Zielinski Change 2748028 on 2015/10/30 by sebastian.kowalczyk Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ. Change 2748184 on 2015/10/30 by Aaron.McLeran UE-22693 Fix for streaming bug - 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio. - Wasn't able to repro the 'cannot read chunk' part of the bug #rb ryan.vance Change 2749255 on 2015/10/31 by sebastian.kowalczyk Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD. Change 2749276 on 2015/10/31 by sebastian.kowalczyk Added switch to toggle highlight of selected actor to GameplayDebugger. Change 2749318 on 2015/10/31 by sebastian.kowalczyk New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project). Change 2749337 on 2015/10/31 by sebastian.kowalczyk Fixed GameplayDebugger compilation in shipping/test builds. Change 2749376 on 2015/10/31 by sebastian.kowalczyk Small clean-up in gameplay debugger class for BT. Change 2749931 on 2015/11/02 by James.Golding Add stats to ProcMeshComp Change 2749932 on 2015/11/02 by James.Golding Remove PhysicsThrusterComponent.h from Engine.h Change 2749960 on 2015/11/02 by James.Golding - Fix PS4 compile errors in ActiveSound.cpp - Constructor order of FActiveSound - Shadowed AudioComponent var in CheckOcclusion #RB thomas.sarkanen #codereview aaron.mcleran Change 2749961 on 2015/11/02 by James.Golding Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp - Shadowed DefaultContext function param, now just Context, which matches declaration #RB thomas.sarkanen #codereview sebastian.kowalczyk Change 2750026 on 2015/11/02 by Thomas.Sarkanen Anim Multithreading: thread-safety refactor Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways: - Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal. - Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access. - Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily). Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc. Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays). Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand. Many changes are due to substituting accessor functions for direct variable access. Removed 'service' tick group as we no longer need to segregate the running of our parallel update. Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this. Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private). #rb Martin.Wilson,Lina.Halper #codereview Michael.Noland Change 2750077 on 2015/11/02 by Marc.Audy Expose UInputComponent::BindAction that supports WithKey delegate signature Change 2751767 on 2015/11/03 by Thomas.Sarkanen Added extra support to Anim Blueprint 'fast-path' Added support for negated bools (value gets negated during copy). Added support for copying from struct members (via break struct) and split struct pins. Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often. #rb Martin.Wilson Change 2752158 on 2015/11/03 by Jeff.Farris Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns. #rb marc.audy Change 2752159 on 2015/11/03 by Jeff.Farris Improvements to camera lens effects to (EmitterCameraLensEffectBase) - can now specify a transform to align the emitter with the camera - exposed several key parameters to Blueprints - ENGINE_API now applies to the entire class #rb marc.audy Change 2753454 on 2015/11/04 by Thomas.Sarkanen Fixup deprecation warnings fallout from multithreaded update changes. Fixed up use of AnimInstance in Vicon plugin. Fixed up use of AnimInstance in slope warping node. Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right'). Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction. #rb Martin.Wilson Change 2754099 on 2015/11/04 by Ori.Cohen Fix for task threads dropping stats (from Gil) #rb Gil.Gribb Change 2754449 on 2015/11/04 by Marc.Audy Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks #jira UE-20853 Reorganize some booleans to get better bit packing #rb Jeff.Farris #codereview Mieszko.Zielinski Change 2754573 on 2015/11/04 by Aaron.McLeran Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f Change 2755345 on 2015/11/05 by Thomas.Sarkanen Added deprecated constructors for various animation contexts Allows existing code to compile if it creates its own contexts from UAnimInstance. #rb James.Golding Change 2755348 on 2015/11/05 by James.Golding Add BP-exposed SetBoundsScale function to PrimitiveComponent #RB thomas.sarkanen Change 2755437 on 2015/11/05 by Marc.Audy Fix compile errors #codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran Change 2755982 on 2015/11/05 by Marc.Audy Move HeaderParse changes for deprecation macro from Core Fix world settings warning Change 2756028 on 2015/11/05 by Marc.Audy Fix shadow variable issue Change 2756090 on 2015/11/05 by Ori.Cohen Improve budget tool so that task threads are computed automatically. #rb Gil.Gribb Change 2756120 on 2015/11/05 by Mieszko.Zielinski Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4 #rb Lukasz.Furman Change 2756243 on 2015/11/05 by Mieszko.Zielinski Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4 The old way was resulting in false positives when for example observer teleported somewhere far #rb Lukasz.Furman #codereview John.Abercrombie Change 2756280 on 2015/11/05 by Mieszko.Zielinski Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4 #rb Lukasz.Furman Change 2756500 on 2015/11/05 by Mieszko.Zielinski Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4 Also, refactored its parameters into references over pointers. #rb Lukasz.Furman Change 2757041 on 2015/11/06 by Thomas.Sarkanen Removed check() in UAnimInstance::GetProxyOnAnyThread() The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway. #rb James.Golding Change 2757207 on 2015/11/06 by Ori.Cohen Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation #rb Lina.Halper Change 2757238 on 2015/11/06 by Marc.Audy Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled. #rb Mike.Fricker Change 2757284 on 2015/11/06 by Stan.Melax tapered capsule drawing cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres. (this was already code reviewed before, but missed the check-in window before streamtime) #rb ori.cohen Change 2757743 on 2015/11/06 by Lukasz.Furman fixed node memory allocations for injected behavior tree decorators #ue4 UE-22783 #rb Mieszko.Zielinski Change 2757772 on 2015/11/06 by Lukasz.Furman added setters for crowd avoidance #ue4 UE-22785 #rb Mieszko.Zielinski Change 2758422 on 2015/11/07 by Lina.Halper Potential fix for invalid root bone index input #jira :/UE-23086 #code review: Ori.Cohen Change 2758429 on 2015/11/07 by Mieszko.Zielinski Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4 #jira UE-23089 Change 2758571 on 2015/11/08 by Mieszko.Zielinski Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4 #jira UE-23080 Change 2758821 on 2015/11/09 by Thomas.Sarkanen Fixed animations no longer playing when using a dedicated server. Uses correct logic to determine whether we are running as a server or not. #rb Martin.Wilson Change 2758920 on 2015/11/09 by Marc.Audy Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize #rb Lina.Halper Change 2758944 on 2015/11/09 by Ori.Cohen Fix crash when stats are only on one thread and budget mode is used Change 2758967 on 2015/11/09 by Benn.Gallagher Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence. #jira UE-22963 Change 2758973 on 2015/11/09 by Benn.Gallagher Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating. #rb Bruce.Nesbit Change 2759219 on 2015/11/09 by Ori.Cohen Character perf test is now looking at stats directly and sending to analytics #RB Ben.Salem Change 2759398 on 2015/11/09 by Lina.Halper Fix issue where placed montages are not playing. - the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage #code review: Thomas.Sarkanen #RB: Marc.Audy Change 2759491 on 2015/11/09 by Lina.Halper #Anim: Fix not getting input correctly for Copy Pose node #RB: Marc.Audy Change 2759602 on 2015/11/09 by Marc.Audy Fix imporperly named struct Change 2759795 on 2015/11/09 by Aaron.McLeran UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing. #rb zak.middleton Change 2760081 on 2015/11/09 by Aaron.McLeran UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio. OmniDirectional Math Explanation: For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0. So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map. If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity). The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF. Note: I do not think we need to square the OmniRadius in: Emitter.InnerRadius = OmniRadius*OmniRadius; But I am keeping it t here because of legacy content which depends on that behavior. #rb zak.middleton hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework Re-instated deleted protected functions in UAnimInstance. Fixed access of UAnimInstance in FAnimNode_StateMachine. #rb Martin.Wilson Change 2760407 on 2015/11/10 by Jurre.deBaare Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals) Change 2760468 on 2015/11/10 by Benn.Gallagher Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits. #rb Graeme.Thornton Change 2760613 on 2015/11/10 by Jeff.Farris Fixed async collision completion delegate potentially firing repeatedly. (UE-23149) #cr marc.audy #codereview lina.halper Change 2760795 on 2015/11/10 by Marc.Audy Don't compile in pointless AddReferencedObjects when with editoronly data not defined Minor coding standard cleanup (NULL and auto) Change 2760848 on 2015/11/10 by Benn.Gallagher Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code. #jira UE-23164 #rb Martin.Wilson Change 2760866 on 2015/11/10 by Marc.Audy Manage transient visualization components for camera component in the same way that sprite component for other actor components are #rb Mike.Beach Change 2760963 on 2015/11/10 by Marc.Audy Since construction script can cause actors to be spawned don't use a ranged for to iterate #jira UE-22639 #rb Jeff.Farris #codereview Dmitriy.Dyomin Change 2762297 on 2015/11/11 by James.Golding UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created) #rb martin.wilson #codereview ori.cohen, lina.halper Change 2763566 on 2015/11/11 by Lina.Halper FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint. #RB: Laurent.Delayen Change 2763926 on 2015/11/12 by Thomas.Sarkanen Fix anim notifies not firing from single anim instances UE-23248 - Anim Notifies are not working for Animation Sequences UE-23249 - Anim Notifies using Sound Cues do not work #rb James.Golding Change 2764039 on 2015/11/12 by Jurre.deBaare Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper Change 2764307 on 2015/11/12 by Jurre.deBaare VS2015 SSF library Change 2764314 on 2015/11/12 by Stan.Melax crashfix was putting bad bodies to sleep at start Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000 UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875] On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies. Added check to ensure physx body exists before trying to force it to sleep. not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road". #codereview ori.cohen Change 2764343 on 2015/11/12 by Jurre.deBaare - Fixed crash when building a LOD with SubActors.Num < 2 - Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build - LODActor tree view item now scrolls into view if selected in the world - Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default - Added 7zip files - Fixed issue with WinINet complaining about http-request without 'http://' prefix - Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions) - Override texture sizes and automatic texture bias - Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data. - Now incorporate static meshes with opague materials into HLOD merging - Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled - Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component) - Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD) - Added ENUM for texture scaling/resizing type that has to be applied while merging the materials - Added detail customization class for FMaterialProxySettings #rb James.Golding [CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
#include "Animation/AnimInstanceProxy.h"
#include "Engine/SkeletalMeshSocket.h"
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Socket Reference
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void FSocketReference::InitializeSocketInfo(const FAnimInstanceProxy* InAnimInstanceProxy)
{
CachedSocketMeshBoneIndex = INDEX_NONE;
CachedSocketCompactBoneIndex = FCompactPoseBoneIndex(INDEX_NONE);
if (SocketName != NAME_None)
{
const USkeletalMeshComponent* OwnerMeshComponent = InAnimInstanceProxy->GetSkelMeshComponent();
if (OwnerMeshComponent && OwnerMeshComponent->DoesSocketExist(SocketName))
{
USkeletalMeshSocket const* const Socket = OwnerMeshComponent->GetSocketByName(SocketName);
if (Socket)
{
CachedSocketLocalTransform = Socket->GetSocketLocalTransform();
// cache mesh bone index, so that we know this is valid information to follow
CachedSocketMeshBoneIndex = OwnerMeshComponent->GetBoneIndex(Socket->BoneName);
ensureMsgf(CachedSocketMeshBoneIndex != INDEX_NONE, TEXT("%s : socket has invalid bone."), *SocketName.ToString());
}
}
else
{
// @todo : move to graph node warning
UE_LOG(LogAnimation, Warning, TEXT("%s: socket doesn't exist"), *SocketName.ToString());
}
}
}
void FSocketReference::InitialzeCompactBoneIndex(const FBoneContainer& RequiredBones)
{
if (CachedSocketMeshBoneIndex != INDEX_NONE)
{
const int32 SocketBoneSkeletonIndex = RequiredBones.GetPoseToSkeletonBoneIndexArray()[CachedSocketMeshBoneIndex];
CachedSocketCompactBoneIndex = RequiredBones.GetCompactPoseIndexFromSkeletonIndex(SocketBoneSkeletonIndex);
}
}
/////////////////////////////////////////////////////
// FAnimNode_SkeletalControlBase
void FAnimNode_SkeletalControlBase::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{
FAnimNode_Base::Initialize_AnyThread(Context);
ComponentPose.Initialize(Context);
AlphaBoolBlend.Reinitialize();
AlphaScaleBiasClamp.Reinitialize();
}
void FAnimNode_SkeletalControlBase::CacheBones_AnyThread(const FAnimationCacheBonesContext& Context)
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 4062005) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4005617 by Danny.Bouimad Fixing TM-AnimPhys lighting so it works on all platforms #jira UEENGQA-19924 Change 4014898 by Aaron.McLeran Adding simple delay feature Change 4025071 by Lina.Halper Fix and more potential fix for invalid bone index issue http://crashreporter/Buggs/Show/2052839 http://crashreporter/Crashes/Show/46656562 #jira: UE-51931 Change 4042493 by Lina.Halper Fix issue with sequence evaluator to handle properly when jumps from end to front or front to end #jira: UE-58429 Change 4042892 by Lina.Halper Fix issue with being able to drag/drop montage onto anim track in sequencer #jira: UE-57863 Change 4043553 by Ethan.Geller #jira UE-58340 Handle calls to FVoiceCaptureWindows::GetVoiceData outside of existing data calls. #rb none Change 4043613 by Lina.Halper Fix issue with incorrect usage of staticclass #jira: UE-54413 Change 4044069 by James.Golding PR #4455: Add FAnimNode_StateMachine subclassing support. (Contributed by redfeatherplusplus) #jira UE-54599 Change 4044070 by James.Golding PR #4349: Final points on a line test were broken, changed Plane.PlaneDot to FM. (Contributed by DSDambuster) #jira UE-53554 Change 4044072 by James.Golding Add ENGINE_API to UPhysicsHandleComponent so it can be subclassed #jira UE-56397 Change 4044073 by James.Golding PR #4611: Expose a few API's so it's possible to make custom anim graph nodes using these objects. (Contributed by ill) #jira UE-57004 Change 4044075 by James.Golding PR #4618: Bugfix: typo in path for CustomMeshComponent (case error) (Contributed by malavon) #jira UE-57077 Change 4044077 by James.Golding Add ClassGroup to some components #jira UE-57587, UE-57609 Change 4044080 by James.Golding PR #4515: Adding API export macro to ACableActor (Contributed by maxtunel) #jira UE-55515 Change 4044082 by James.Golding Remove unused CopySkinnedModelData function #jira UE-57623 Change 4044083 by James.Golding Fix per-poly collision for skel meshes. Make sure to call UpdateKinematicBonesToAnim if bEnablePerPolyCollision is set, even if no bodies Integration of CL 3971421 from Release-4.19 stream #jira UE-56405 Change 4044084 by James.Golding Add option to preview 'fixed bounds' in SkelMesh editors. Change 4044086 by James.Golding Remove unused RigidInfluenceIndex from CPU skinning code Change 4044310 by James.Golding Roll back changes to make PhysX cool fails a log instead of warning (CL 3995372, UE-56466), now that content is fixed Change 4044416 by Lina.Halper Provide BP interface to get curve list of names #jira: UE-52623 Change 4044419 by Lina.Halper added notification for updating pose asset #jira: UE-56233 Change 4046929 by Ethan.Geller #jira none add my developer folder to QAGame. #fyi dan.reynolds Change 4047064 by Ethan.Geller [Dev-AnimPhys] #jira UE-57890 add additional binaries for Steam Audio to LibPhonon.Build.cs. #rb none Change 4047564 by Lina.Halper Fix issue of not regenerating when reimport mesh #jira: UE-58284 Change 4047630 by Ethan.Geller Fix syntax error in libPhonon. #jira none #rb none Change 4048050 by Thomas.Sarkanen Allowed "Follow Bone" to be popped out of the menu into the viewport This allows for quick re-selection of the bone to follow, avoiding multiple clicks Tweaks and extends the "pinned command list" system to allow dynamic text in labels and labels to be hidden. #jira UE-53070 - Follow bone - Follow selected bone Change 4048064 by Thomas.Sarkanen Validate any bone references during compilation Bone references that are set to something other than NAME_None will be verified against the skeleton. Updated various anim nodes to call the base class ValidateAnimNodeDuringCompilation #jira UE-55680 - Anim graph nodes that use FBoneReference all need validation in ValidateAnimNodeDuringCompilation Change 4048468 by James.Golding PR #4319: Allow UAnimNotify_PlayMontageNotify to be inherited by other dlls (Contributed by DSDambuster) #jira UE-53390 Change 4048470 by James.Golding Implement ApplyWorldOffset to CableComponent, to handle origin shifting #jira UE-53560 Change 4048471 by James.Golding PR #4396: fix cachebones for subclasses of FAnimNode_SkeletalControlBase (Contributed by tmiv) #jira UE-53799 Change 4048474 by James.Golding PR #4423: Rename confusing argument in LineBoxIntersection (Contributed by Hybrid0) #jira UE-54145 Change 4048485 by James.Golding Fix compile error display from PoseDriver node #jira UE-58306 Change 4048489 by James.Golding Finish support for ProceduralMeshComponent supporting multiple UV channels #jira UE-54049 Change 4048678 by Thomas.Sarkanen Allowing blend space samples to be optionally moved off-grid Grid samples are now each optionally snapped. #jira UE-56116 - Allow blend spaces to optionally use off-grid sample points Change 4048773 by Lina.Halper Support pose factory with name input #jira: UE-55859 Change 4048844 by David.Hill Material Proxy Settings Updating the max on the material proxy texture size - old value could cause int32 overflow. #jira: UE-55441 Change 4049464 by Lina.Halper update curve is expensive, and we're doing multiple times with same curve sets. I'm changing it so that it only updates main, and copy from main instance to sub/post. #jira: UE-58459 Change 4050939 by Aaron.McLeran PR #4649: Activated reverbs will now take priority when world settings are used (i.e. no volume proxy is in use) (Contributed by Brandon-Wilson) #jira UE-57546 Change 4050954 by Aaron.McLeran PR #4594: Added class type to allow inherited versions of UAudioComponents to be created (Contributed by korypostma) #jira UE-56454 Change 4050960 by Aaron.McLeran Attempt to fix linux build. Change 4051247 by James.Golding Fix ProcMeshComp UpdateSection not copying all UV sets Add test case for ProcMeshComp with multiple UVs #jira UE-54049 Change 4051250 by James.Golding Add bUseHighPrecisionTangentBasis option to SkeletalMesh Change SkeletalMesh source data to store tangents at higher precision #jira UE-58525 Change 4051616 by Thomas.Sarkanen Mass scale is no longer incorrectly clamped This now allows mass scales below 0.01 and above 100. #jira UE-49572 - MassScale has some edge cases for skeletal mesh component and small numbers Change 4051619 by Thomas.Sarkanen Fixed notify drag/drop on high DPI displays #jira UE-55690 - Animation Notifies Do Not Move Past the Center of Timeline On a High DPI Display Change 4051626 by Thomas.Sarkanen Fix anim dynamics debug rendering #jira UE-53902 - Anim Dynamics node is missing wireframe simulation box in preview #jira UE-57983 - GitHub 4674 : UE-57910 Fix the angular limits display issue while selecting the AnimDynamics node Change 4051628 by Thomas.Sarkanen Constraints and bodies now rotate in their own local space in the physics asset editor When local coordinate system is applied #jira UE-50345 - rotating constraints or bodies in Phat with local axis Change 4051634 by Thomas.Sarkanen Automatic rules for state transitions are now shown in tooltips #jira UE-57689 - Animation State Machine Transitions that use bAutomaticRuleBasedOnSequencePlayerInState, should indicate that in the transition Change 4051636 by Thomas.Sarkanen NotifyTriggerChance is now hidden for nodify states as it has no effect #jira UE-55351 - NotifyTriggerChance should be grayed out for UAnimNotifyState Change 4051669 by Thomas.Sarkanen Fixed accidental operation of pinned commands when closing them #jira UE-54051 - Unpinning settings will toggle the next setting Change 4051671 by Thomas.Sarkanen Fix crash importing skeletal mesh with no vertices Not a fix for the jira, but found while investigating #jira UE-56330 - FBX Files Do Not Import After Using the Facial Anim Importer Unless Project is Reopened Change 4051684 by James.Golding Fix high precision tangents when CPU skinning and mesh merging Remember bExistingUseHighPrecisionTangentBasis when re-importing SkelMesh #jira UE-58525 Change 4051686 by James.Golding PR #4297: Output animation name with ensure() - useful when debugging (Contributed by DSDambuster) #jira UE-53259 Change 4051801 by Jurre.deBaare A BlendSpace that puts the same asset on samples can stop its own animation on Switch #fix Ensure that we don't cause divide-by-zero situations when sampling blendspace data #jira UE-54030 Change 4051806 by Jurre.deBaare Fix geometry cache reimport + serialization issues Change 4051807 by Jurre.deBaare Currently, it's not possible to assigned a material to a Geometry Cache .uasset #fix EditAnywhere rather than VisibleAnywhere #jira UE-58212 Change 4051809 by Jurre.deBaare GeomCache: Crash/Bug: When importing file #fix Ensure that we have a valid first frame when trying to import a sequence, if not error-out #jira UE-58285 Change 4051813 by Jurre.deBaare GeomCache: Bug: Normals Broken #jira UE-58287 GeomCache - Normals are Bad on Import #jira UE-58283 #fix ensure that we triangulate mesh attributes when necessary #misc per-attribute indices check Change 4051816 by Jurre.deBaare Alembic QOL - Fix issue with reimport object flags not being applied - Now also store sampling data as part of Alembic asset import data Change 4051817 by Jurre.deBaare PR #4550: Fixes bug where "Merge Actors" or HLOD proxies result in too many mesh sections (Contributed by trond) #fix Integrated pull-request in different form #jira UE-55976 Change 4051818 by Jurre.deBaare Emissive isn't baked correctly in TM-MeshbakeMap #fix ensure that we OR and Max the material flags and emissive scale #jira UE-54889 Change 4051819 by Jurre.deBaare Crash on project load when GeometryCache plugin is disabled #fix No longer force-load the geometry cache module as it was moved to be a plugin #jira UE-57875 Change 4051820 by Jurre.deBaare CLONE - Editor crash when Propagating Vertex Colors to Asset's source mesh #fix IsValidIndex check #jira UE-57127 Vertex painting Change 4051828 by Jurre.deBaare Merging negative-scaled actors breaks materials #fix Make sure we also reverse the section indices when a static mesh has a mirrored transform #jira UE-56953 Change 4051834 by Jurre.deBaare Unclear warnings when generating clusters in persistent level when sublevels have HLOD disabled #fix improved warning text + added uobject link to level in content browser #jira UE-55734 Change 4051993 by Jurre.deBaare Update Alembic automated test ground truth #jira none Change 4052937 by James.Golding Remove now-unused version (merged change to skel source data from Main instead) Change 4053291 by Aaron.McLeran Fix for CIS #jira none Change 4053375 by Aaron.McLeran #jira UE-58716 Allow ability to bypass volume-weighting with using sound wave priority Change 4057170 by Thomas.Sarkanen Fix shadow variable warning #jira UE-58806 - Linux: Shadow Variable Warnings building Editor - PhysicsAssetEditorEditMode.cpp Change 4057653 by Lina.Halper Fix the issue with showing same item multiple times when opening control rig blueprint many times #jira: UE-58107 Change 4057701 by Jurre.deBaare //UE4/Dev-AnimPhys - Step 'Run Automated Tests' has completed with 13 Errors #fix reupdate alembic ground truths, little bit of a weird state #jira UE-58818 Change 4057710 by Ethan.Geller [Dev-AnimPhys] #jira UE-58004 Early exit if finish was called before StartSubmixRecording. #rb Aaron.McLeran Change 4059295 by Ethan.Geller #jira UE-58004 Reduce logs from fatal to error, fix serialize crash. #rb aaron.mcleran Change 4061061 by Aaron.McLeran Fixing animphys build from recent merge from main. #jira UE-58909 Change 4053154 by Aaron.McLeran #jira UE-58708 Fix to mic component to reduce clicks/pops on mic input. Fix was to simplify the way audio is copied from mic input. This change was used on the GDC demo floor for a number of features. [CL 4062611 by Aaron McLeran in Main branch]
2018-05-09 18:45:58 -04:00
FAnimNode_Base::CacheBones_AnyThread(Context);
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720406 on 2015/10/07 by Aaron.McLeran Audio optimization Don't search for nearest listener if there's only 1 listener. Change 2720411 on 2015/10/07 by Aaron.McLeran Fixing HRTF spatialization code with recent changes to stereo spatialization. HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates. Change 2723829 on 2015/10/09 by Mieszko.Zielinski Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4 UE-21880 Change 2723873 on 2015/10/09 by Mieszko.Zielinski Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4 UE-21977 Change 2724834 on 2015/10/12 by Ori.Cohen PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk) Change 2724850 on 2015/10/12 by Marc.Audy Fix sound not restarting in matinee preview when jumping back along timeline after reaching end #codereview Nick.Darnell Change 2726499 on 2015/10/13 by Ori.Cohen Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1 Change 2726689 on 2015/10/13 by Marc.Audy Make UPackage::PackageFlags private Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor #codereview Mike.Fricker Change 2726862 on 2015/10/13 by Lukasz.Furman removed unused code from DetourNavMeshQuery #ue4 UE-21988 Change 2726888 on 2015/10/13 by Lukasz.Furman fixed observer abort: both mode in behavior tree's cone check decorator #ue4 UE-19375 Change 2726913 on 2015/10/13 by Lukasz.Furman navmesh raycast will use nearest poly containing ray origin instead of just closest one #ue4 UE-19334 Change 2726920 on 2015/10/13 by Marc.Audy Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName #codereview Dmitriy.Dyomin, Bob.Tellez Change 2726931 on 2015/10/13 by Lukasz.Furman fixed missing Tick event in aborting behavior tree tasks from abandoned subtree #ue4 UE-21777 Change 2728093 on 2015/10/14 by Ori.Cohen Fix edge case of sphyl scale take two. The previous approach did double scaling Change 2728577 on 2015/10/14 by Mieszko.Zielinski Improved navmesh labeling condition #UE4 Change suggested by github user #rb Lukasz.Furman Change 2728587 on 2015/10/14 by Lukasz.Furman fixed crowd simulation for auto possessed pawns placed on level #ue4 #rb Mieszko.Zielinski Change 2728629 on 2015/10/14 by Lukasz.Furman fixed influence of navmesh edges on crowd simulation near end of path #ue4 UE-21380 #rb Mieszko.Zielinski Change 2728678 on 2015/10/14 by Lukasz.Furman added Z check to detour's crowd avoidance segment gathering #ue4 UE-20889 #rb Mieszko.Zielinski Change 2728745 on 2015/10/14 by Lukasz.Furman fixed copy&paste operation in behavior tree's composite decorators subgraphs #ue4 UE-18740 Change 2729276 on 2015/10/14 by Stan.Melax ensure all actors get recreated with new collision shape specification. this wasn't being done for a couple of editing methods. todo: this should be merged into 4.10 #UE-20961 #rb ori.cohen Change 2730709 on 2015/10/15 by Marc.Audy Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions #rb Lina.Halper Change 2733590 on 2015/10/19 by Benn.Gallagher Fixed various crashes when using undo and redo while manipulating state machines UE 22088 Change 2735143 on 2015/10/20 by Lukasz.Furman clearing behavior tree debugger's state when displayed subtree becomes inactive #ue4 #rb Mieszko.Zielinski Change 2735144 on 2015/10/20 by Lukasz.Furman rebuilding behavior tree graph node order when node is being moved #ue4 #rb Mieszko.Zielinski Change 2735403 on 2015/10/20 by sebastian.kowalczyk Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform). Change 2736406 on 2015/10/21 by sebastian.kowalczyk Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon. Change 2736436 on 2015/10/21 by sebastian.kowalczyk Fixed crash in gameplay debugger with player set as debug target. Change 2736437 on 2015/10/21 by sebastian.kowalczyk Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet). Change 2736489 on 2015/10/21 by sebastian.kowalczyk Hide internal and debug hud classes from drop down lists. Change 2736504 on 2015/10/21 by sebastian.kowalczyk Fix for UE-18548 "EnableGDT does not work correctly in PIE". Change 2736529 on 2015/10/21 by sebastian.kowalczyk Fixed UE-18548 "EnableGDT does not work correctly in PIE" Change 2736588 on 2015/10/21 by sebastian.kowalczyk Removed old log visualizer classes. Change 2736700 on 2015/10/21 by sebastian.kowalczyk Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module. Change 2737180 on 2015/10/21 by Zak.Middleton #ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits. #rb Aaron.Mcleran #jira UE-22436 Change 2738084 on 2015/10/22 by sebastian.kowalczyk Better indication of selected pawn for Gameplay Debugger. Change 2738413 on 2015/10/22 by Marc.Audy Disable duplication of worlds/maps via the content browser #jira UE-22200 #rb James.Golding Change 2739743 on 2015/10/23 by bruce.nesbit UE-18707 - Issue with drawing material triangle on canvas #1387 Added DrawTriangleUsingVertexColor Change 2739751 on 2015/10/23 by bruce.nesbit Revised bShowDebugForReticleTarget should not be static #1539 Change 2739788 on 2015/10/23 by bruce.nesbit Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor Fixed compile error Change 2739870 on 2015/10/23 by Marc.Audy Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself. #jira UE-22362 #rb Zak.Middleton Change 2739882 on 2015/10/23 by sebastian.kowalczyk Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue. Change 2740140 on 2015/10/23 by Marc.Audy Ensure that components reregister tick functions after seamless travel #jira UE-20892 #rb Zak.Middleton Change 2740614 on 2015/10/23 by Ori.Cohen Fix linker issues for people wanting to use physics lock lambdas Change 2740674 on 2015/10/23 by Aaron.McLeran Sound Focus Feature Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener - Define the min/max azimuth angle to establish in-focus and non-focus regions - Can scale the priority of a sound based on focus angle - Can attenuate the volume of a sound based on focus angle - Can scale the listener-emitter distance based on focus angle - Distance scale is applied when determining max audible distance for USoundBase - Can opt-out of focus effects for a sound at the USoundBase level #rb Ryan.Vance Change 2741542 on 2015/10/26 by Lukasz.Furman lowered min value clamping in navigation filter properties #ue4 #rb Mieszko.Zielinski Change 2743227 on 2015/10/27 by Marc.Audy Make ASceneCaptureCube subclassable outside of Engine module #jira UE-22609 Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module #jira UE-22610 #rb Jeff.Farris Change 2743255 on 2015/10/27 by Marc.Audy Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor #rb Jeff.Farris Change 2743729 on 2015/10/27 by Ori.Cohen Fix case where we spawn and adjust location which gives us implicit velocity. #codereview Stan.Melax Change 2746135 on 2015/10/29 by sebastian.kowalczyk Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work." Change 2746437 on 2015/10/29 by Lukasz.Furman pass on verifying behavior tree stack before accessing its elements #ue4 #rb Mieszko.Zielinski Change 2748028 on 2015/10/30 by sebastian.kowalczyk Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ. Change 2748184 on 2015/10/30 by Aaron.McLeran UE-22693 Fix for streaming bug - 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio. - Wasn't able to repro the 'cannot read chunk' part of the bug #rb ryan.vance Change 2749255 on 2015/10/31 by sebastian.kowalczyk Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD. Change 2749276 on 2015/10/31 by sebastian.kowalczyk Added switch to toggle highlight of selected actor to GameplayDebugger. Change 2749318 on 2015/10/31 by sebastian.kowalczyk New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project). Change 2749337 on 2015/10/31 by sebastian.kowalczyk Fixed GameplayDebugger compilation in shipping/test builds. Change 2749376 on 2015/10/31 by sebastian.kowalczyk Small clean-up in gameplay debugger class for BT. Change 2749931 on 2015/11/02 by James.Golding Add stats to ProcMeshComp Change 2749932 on 2015/11/02 by James.Golding Remove PhysicsThrusterComponent.h from Engine.h Change 2749960 on 2015/11/02 by James.Golding - Fix PS4 compile errors in ActiveSound.cpp - Constructor order of FActiveSound - Shadowed AudioComponent var in CheckOcclusion #RB thomas.sarkanen #codereview aaron.mcleran Change 2749961 on 2015/11/02 by James.Golding Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp - Shadowed DefaultContext function param, now just Context, which matches declaration #RB thomas.sarkanen #codereview sebastian.kowalczyk Change 2750026 on 2015/11/02 by Thomas.Sarkanen Anim Multithreading: thread-safety refactor Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways: - Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal. - Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access. - Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily). Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc. Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays). Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand. Many changes are due to substituting accessor functions for direct variable access. Removed 'service' tick group as we no longer need to segregate the running of our parallel update. Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this. Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private). #rb Martin.Wilson,Lina.Halper #codereview Michael.Noland Change 2750077 on 2015/11/02 by Marc.Audy Expose UInputComponent::BindAction that supports WithKey delegate signature Change 2751767 on 2015/11/03 by Thomas.Sarkanen Added extra support to Anim Blueprint 'fast-path' Added support for negated bools (value gets negated during copy). Added support for copying from struct members (via break struct) and split struct pins. Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often. #rb Martin.Wilson Change 2752158 on 2015/11/03 by Jeff.Farris Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns. #rb marc.audy Change 2752159 on 2015/11/03 by Jeff.Farris Improvements to camera lens effects to (EmitterCameraLensEffectBase) - can now specify a transform to align the emitter with the camera - exposed several key parameters to Blueprints - ENGINE_API now applies to the entire class #rb marc.audy Change 2753454 on 2015/11/04 by Thomas.Sarkanen Fixup deprecation warnings fallout from multithreaded update changes. Fixed up use of AnimInstance in Vicon plugin. Fixed up use of AnimInstance in slope warping node. Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right'). Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction. #rb Martin.Wilson Change 2754099 on 2015/11/04 by Ori.Cohen Fix for task threads dropping stats (from Gil) #rb Gil.Gribb Change 2754449 on 2015/11/04 by Marc.Audy Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks #jira UE-20853 Reorganize some booleans to get better bit packing #rb Jeff.Farris #codereview Mieszko.Zielinski Change 2754573 on 2015/11/04 by Aaron.McLeran Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f Change 2755345 on 2015/11/05 by Thomas.Sarkanen Added deprecated constructors for various animation contexts Allows existing code to compile if it creates its own contexts from UAnimInstance. #rb James.Golding Change 2755348 on 2015/11/05 by James.Golding Add BP-exposed SetBoundsScale function to PrimitiveComponent #RB thomas.sarkanen Change 2755437 on 2015/11/05 by Marc.Audy Fix compile errors #codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran Change 2755982 on 2015/11/05 by Marc.Audy Move HeaderParse changes for deprecation macro from Core Fix world settings warning Change 2756028 on 2015/11/05 by Marc.Audy Fix shadow variable issue Change 2756090 on 2015/11/05 by Ori.Cohen Improve budget tool so that task threads are computed automatically. #rb Gil.Gribb Change 2756120 on 2015/11/05 by Mieszko.Zielinski Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4 #rb Lukasz.Furman Change 2756243 on 2015/11/05 by Mieszko.Zielinski Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4 The old way was resulting in false positives when for example observer teleported somewhere far #rb Lukasz.Furman #codereview John.Abercrombie Change 2756280 on 2015/11/05 by Mieszko.Zielinski Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4 #rb Lukasz.Furman Change 2756500 on 2015/11/05 by Mieszko.Zielinski Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4 Also, refactored its parameters into references over pointers. #rb Lukasz.Furman Change 2757041 on 2015/11/06 by Thomas.Sarkanen Removed check() in UAnimInstance::GetProxyOnAnyThread() The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway. #rb James.Golding Change 2757207 on 2015/11/06 by Ori.Cohen Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation #rb Lina.Halper Change 2757238 on 2015/11/06 by Marc.Audy Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled. #rb Mike.Fricker Change 2757284 on 2015/11/06 by Stan.Melax tapered capsule drawing cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres. (this was already code reviewed before, but missed the check-in window before streamtime) #rb ori.cohen Change 2757743 on 2015/11/06 by Lukasz.Furman fixed node memory allocations for injected behavior tree decorators #ue4 UE-22783 #rb Mieszko.Zielinski Change 2757772 on 2015/11/06 by Lukasz.Furman added setters for crowd avoidance #ue4 UE-22785 #rb Mieszko.Zielinski Change 2758422 on 2015/11/07 by Lina.Halper Potential fix for invalid root bone index input #jira :/UE-23086 #code review: Ori.Cohen Change 2758429 on 2015/11/07 by Mieszko.Zielinski Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4 #jira UE-23089 Change 2758571 on 2015/11/08 by Mieszko.Zielinski Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4 #jira UE-23080 Change 2758821 on 2015/11/09 by Thomas.Sarkanen Fixed animations no longer playing when using a dedicated server. Uses correct logic to determine whether we are running as a server or not. #rb Martin.Wilson Change 2758920 on 2015/11/09 by Marc.Audy Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize #rb Lina.Halper Change 2758944 on 2015/11/09 by Ori.Cohen Fix crash when stats are only on one thread and budget mode is used Change 2758967 on 2015/11/09 by Benn.Gallagher Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence. #jira UE-22963 Change 2758973 on 2015/11/09 by Benn.Gallagher Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating. #rb Bruce.Nesbit Change 2759219 on 2015/11/09 by Ori.Cohen Character perf test is now looking at stats directly and sending to analytics #RB Ben.Salem Change 2759398 on 2015/11/09 by Lina.Halper Fix issue where placed montages are not playing. - the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage #code review: Thomas.Sarkanen #RB: Marc.Audy Change 2759491 on 2015/11/09 by Lina.Halper #Anim: Fix not getting input correctly for Copy Pose node #RB: Marc.Audy Change 2759602 on 2015/11/09 by Marc.Audy Fix imporperly named struct Change 2759795 on 2015/11/09 by Aaron.McLeran UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing. #rb zak.middleton Change 2760081 on 2015/11/09 by Aaron.McLeran UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio. OmniDirectional Math Explanation: For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0. So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map. If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity). The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF. Note: I do not think we need to square the OmniRadius in: Emitter.InnerRadius = OmniRadius*OmniRadius; But I am keeping it t here because of legacy content which depends on that behavior. #rb zak.middleton hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework Re-instated deleted protected functions in UAnimInstance. Fixed access of UAnimInstance in FAnimNode_StateMachine. #rb Martin.Wilson Change 2760407 on 2015/11/10 by Jurre.deBaare Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals) Change 2760468 on 2015/11/10 by Benn.Gallagher Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits. #rb Graeme.Thornton Change 2760613 on 2015/11/10 by Jeff.Farris Fixed async collision completion delegate potentially firing repeatedly. (UE-23149) #cr marc.audy #codereview lina.halper Change 2760795 on 2015/11/10 by Marc.Audy Don't compile in pointless AddReferencedObjects when with editoronly data not defined Minor coding standard cleanup (NULL and auto) Change 2760848 on 2015/11/10 by Benn.Gallagher Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code. #jira UE-23164 #rb Martin.Wilson Change 2760866 on 2015/11/10 by Marc.Audy Manage transient visualization components for camera component in the same way that sprite component for other actor components are #rb Mike.Beach Change 2760963 on 2015/11/10 by Marc.Audy Since construction script can cause actors to be spawned don't use a ranged for to iterate #jira UE-22639 #rb Jeff.Farris #codereview Dmitriy.Dyomin Change 2762297 on 2015/11/11 by James.Golding UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created) #rb martin.wilson #codereview ori.cohen, lina.halper Change 2763566 on 2015/11/11 by Lina.Halper FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint. #RB: Laurent.Delayen Change 2763926 on 2015/11/12 by Thomas.Sarkanen Fix anim notifies not firing from single anim instances UE-23248 - Anim Notifies are not working for Animation Sequences UE-23249 - Anim Notifies using Sound Cues do not work #rb James.Golding Change 2764039 on 2015/11/12 by Jurre.deBaare Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper Change 2764307 on 2015/11/12 by Jurre.deBaare VS2015 SSF library Change 2764314 on 2015/11/12 by Stan.Melax crashfix was putting bad bodies to sleep at start Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000 UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875] On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies. Added check to ensure physx body exists before trying to force it to sleep. not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road". #codereview ori.cohen Change 2764343 on 2015/11/12 by Jurre.deBaare - Fixed crash when building a LOD with SubActors.Num < 2 - Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build - LODActor tree view item now scrolls into view if selected in the world - Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default - Added 7zip files - Fixed issue with WinINet complaining about http-request without 'http://' prefix - Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions) - Override texture sizes and automatic texture bias - Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data. - Now incorporate static meshes with opague materials into HLOD merging - Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled - Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component) - Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD) - Added ENUM for texture scaling/resizing type that has to be applied while merging the materials - Added detail customization class for FMaterialProxySettings #rb James.Golding [CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
InitializeBoneReferences(Context.AnimInstanceProxy->GetRequiredBones());
ComponentPose.CacheBones(Context);
}
void FAnimNode_SkeletalControlBase::UpdateInternal(const FAnimationUpdateContext& Context)
{
}
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
void FAnimNode_SkeletalControlBase::UpdateComponentPose_AnyThread(const FAnimationUpdateContext& Context)
{
ComponentPose.Update(Context);
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
}
void FAnimNode_SkeletalControlBase::Update_AnyThread(const FAnimationUpdateContext& Context)
{
UpdateComponentPose_AnyThread(Context);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
ActualAlpha = 0.f;
if (IsLODEnabled(Context.AnimInstanceProxy))
{
GetEvaluateGraphExposedInputs().Execute(Context);
// Apply the skeletal control if it's valid
switch (AlphaInputType)
{
case EAnimAlphaInputType::Float :
ActualAlpha = AlphaScaleBias.ApplyTo(AlphaScaleBiasClamp.ApplyTo(Alpha, Context.GetDeltaTime()));
break;
case EAnimAlphaInputType::Bool :
ActualAlpha = AlphaBoolBlend.ApplyTo(bAlphaBoolEnabled, Context.GetDeltaTime());
break;
case EAnimAlphaInputType::Curve :
if (UAnimInstance* AnimInstance = Cast<UAnimInstance>(Context.AnimInstanceProxy->GetAnimInstanceObject()))
{
ActualAlpha = AlphaScaleBiasClamp.ApplyTo(AnimInstance->GetCurveValue(AlphaCurveName), Context.GetDeltaTime());
}
break;
};
// Make sure Alpha is clamped between 0 and 1.
ActualAlpha = FMath::Clamp<float>(ActualAlpha, 0.f, 1.f);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
if (FAnimWeight::IsRelevant(ActualAlpha) && IsValidToEvaluate(Context.AnimInstanceProxy->GetSkeleton(), Context.AnimInstanceProxy->GetRequiredBones()))
{
UpdateInternal(Context);
}
}
}
bool ContainsNaN(const TArray<FBoneTransform> & BoneTransforms)
{
for (int32 i = 0; i < BoneTransforms.Num(); ++i)
{
if (BoneTransforms[i].Transform.ContainsNaN())
{
return true;
}
}
return false;
}
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
void FAnimNode_SkeletalControlBase::EvaluateComponentPose_AnyThread(FComponentSpacePoseContext& Output)
{
// Evaluate the input
ComponentPose.EvaluateComponentSpace(Output);
}
void FAnimNode_SkeletalControlBase::EvaluateComponentSpaceInternal(FComponentSpacePoseContext& Context)
{
}
void FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread(FComponentSpacePoseContext& Output)
{
Copying Orion-Staging @ 3748653 (Orion/Dev-General @ 3722124) to //UE4/Main #lockdown Nick.Penwarden #rb none Change 3720210 on 2017/10/25 by Olaf.Piesche Fixing dynamic material params for ribbons #!codereview scott.kennedy #!rb none #!tests scott's test ribbon Change 3720073 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: frank.fella Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it. #!Tests Minion automated tests no longer crash randomly. #!rb SimonT #!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3719233 on 2017/10/25 by robomerge #!ROBOMERGE-AUTHOR: philip.buuck [OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead). #!rb Matt.Schembari #!tests PIE [QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death #!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3718474 on 2017/10/25 by Yannick.Lange Niagara: Only show isolate menu items on track context menu if it is a system. Rename "Isolate toggle" to "Isolated". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718095 on 2017/10/25 by Yannick.Lange Niagara: Fix crash when not having dynamic parameter in material. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3718069 on 2017/10/25 by Yannick.Lange Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression. #!rb none #!codereview Shaun.Kime #!tests n/a Change 3717545 on 2017/10/24 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Removed read / write locks from PipelineStateCache. #!rb Andrew.Grant, Gil.Gribb #!test paragon ps4. #!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3716928 on 2017/10/24 by Shaun.Kime The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime. #!rb olaf.piesche, simon.tovey #!fyi olaf.piesche, simon.tovey, frank.fella #!tests am now able to run Test_minionWave on PS4 Change 3715712 on 2017/10/24 by Yannick.Lange Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf". #!rb none #!codereview Shaun.Kime #!tests n/a Change 3715430 on 2017/10/23 by Shaun.Kime Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it. #!rb none #!fyi simon.tovey #!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime Change 3715368 on 2017/10/23 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main) #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3715226 on 2017/10/23 by Shaun.Kime Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's. #!rb none #!fyi simon.tovey, olaf.piesche, frank.fella #!tests ran in PIE Change 3714645 on 2017/10/23 by Yannick.Lange Niagara: Add ability to create particle system from this emitter in content browser. #!rb Shaun.Kime #!tests n/a Change 3714200 on 2017/10/23 by Olaf.Piesche Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target #!codereview simon #!rb none #!tests Orion Niagara assets Change 3713341 on 2017/10/23 by Yannick.Lange Niagara: Fix NiagaraNodeIF output pins cannot be deleted. Fix NiagaraNodeIF output pins cannot be renamed. #!jira UE-50193 #!jira UE-50193 #!rb Shaun.Kime #!tests n/a Change 3713133 on 2017/10/23 by Yannick.Lange Niagara: Isolate emitters in sequencer UI. - Added being able to extend the sequencer track context menu with a delegate. - Added entry in track context menu to toggle the selected emitters isolation state. - Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters. #!rb Shaun.Kime #!tests n/a Change 3712445 on 2017/10/22 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime UVScale, UniformAorBFloat, and LinearColorAlongVector added. #!rb none #!tests new autotest added #!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3712420 on 2017/10/21 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1. #!rb none [CODEREVIEW] frank.fella [FYI] simon.tovey, olaf.piesche, wyeth.johnson #!tests created an emitter, disabled Acceleration Force.. still compiled. #!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711602 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like: LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData #!jira UE-51511 #!rb Simon.Tovey #!tests n/a #!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711288 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: eric.ketchum [Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work #!rb: None #!tests: PIE [CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime #!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3711197 on 2017/10/20 by Olaf.Piesche Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly #!rb none #!tests minion projectile ribbon trail Change 3710634 on 2017/10/20 by Mic.Rooney Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing. #!RB: none #!Test: tested/built locally ran preflight Editor/Monolithics build. #!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3709686 on 2017/10/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Added some more timerguards for slow timer manager tick objects. Commented out for now. #!rb Trivial #!test Paragon Cooked ps4. #!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708958 on 2017/10/19 by Shaun.Kime Back out changelist 3708456 .. this was an unintentional change #!rb none #!tests n/a Change 3708839 on 2017/10/19 by Shaun.Kime Merging CL 3708835 Fixing Scott's common crash with adding an emitter with autocompile off #!rb frank.fella #!tests n/a Change 3708784 on 2017/10/19 by Shaun.Kime Merging CL 3708782 //Orion/Main/... to //Orion/DevGeneral/... #!rb none #!tests n/a Change 3708600 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion #!rb none #!test golden path #!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3708473 on 2017/10/19 by Shaun.Kime Merging Frank's changes for team color support from Main to Dev-General #!rb Frank.Fella #!tests test_minionwave worked Change 3708456 on 2017/10/19 by Shaun.Kime Particles.Random set to 0.0 #!rb none #!tests n/a Change 3708455 on 2017/10/19 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests passed minion fx autotest Change 3707648 on 2017/10/19 by Shaun.Kime Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made. Defer deletion of dataset to RT. Ensure resets don't mess with data inflight RT commands are using. Checkin on behalf of Simon Tovey #!jira OR-45423 #!rb Simon.Tovey #!tests ran through the LaneMinionFXTests successfully on PC Change 3707096 on 2017/10/19 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago. #!rb none #!tests automated tests pass #!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3706726 on 2017/10/19 by Rob.Cannaday Merge XMPP resource version to use version 2 instead of version 3 #!rb trivial #!tests compile #!ROBOMERGE: Main, 44, Tencent Change 3706349 on 2017/10/19 by Josh.Markiewicz #!UE4 - Cross Voice code review feedback - fixed up broken stack vs queue - fixed GetRoomId returning int32 instead of uint64 - fixed switch room logic - more/better logging - more comments #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday #!rb none #!tests local cheat codes Change 3705453 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: arne.schober Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array) #!RB Daniel.Wright #!Tests LaunchOnPs4 #!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3705399 on 2017/10/18 by robomerge #!ROBOMERGE-AUTHOR: scott.kennedy Default Niagara emitter changed color property to better default value. Updated basic glow emitter Added energy bubble base emitter put a little more polish into siege minion impact FX. #!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3704426 on 2017/10/18 by Shaun.Kime Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423 #!rb simon.tovey #!fyi hunter.kent #!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure Change 3703288 on 2017/10/18 by Olaf.Piesche Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash #!rb olaf.piesche, simon.tovey #!tests minion test map PC and PS4 Change 3701373 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: shaun.kime Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader. #!rb Olaf.Piesche #!tests test_minionwave runs #!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3701108 on 2017/10/17 by Hunter.Kent Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily. #!RNX #!Test PS4 #!rb @tim.elek #!review-3701110 @andrew.grant, @daniel.lamb Change 3701044 on 2017/10/17 by robomerge #!ROBOMERGE-AUTHOR: jon.lietz - white space fixes - added in more detail to logging - fixed dragon GC to not hide when the mesh is hidden #!rb none #!tests complies and logging is updated [FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen #!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3700900 on 2017/10/17 by Shaun.Kime Integrating possible crash fix from Dev-Niagara to Dev-Gen #!rb none #!tests n/a #!fyi Olaf.Piesche Change 3700492 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests done in branch Change 3700217 on 2017/10/17 by Olaf.Piesche Fix for potential crash in sprite renderer #!rb none #!tests minion test map Change 3700216 on 2017/10/17 by Benn.Gallagher Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master. #!rb Lina.Halper #!jira OR-45226 #!tests PIE + Standalone games hitting Rampage with Ghosts E Change 3699660 on 2017/10/17 by Jason.Bestimt #!ORION_DG - Fixes to UnrealHitchParser edge cases #!RB:none #!Tests: Ran on Logs from QA #!CodeReview: ben.salem Change 3699462 on 2017/10/17 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!tests preflight ok #!rb none Change 3699010 on 2017/10/17 by Jeff.Williams Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920 #!rb none #!tests none Change 3698519 on 2017/10/16 by Olaf.Piesche Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts #!rb none #!tests minion wave test map Change 3698380 on 2017/10/16 by Shaun.Kime Updating logic to now support the autoattachment #!rb none #!tests autotests pass.. Change 3698263 on 2017/10/16 by Olaf.Piesche Assume degrees for sprite rotation #!rb none #!codereview shaun.kime #!tests test sprite emitter Change 3697652 on 2017/10/16 by Olaf.Piesche Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion #!rb none #!tests minion test map Change 3696906 on 2017/10/15 by Shaun.Kime Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers. #!rb none #!tests now no longer generates invalid errors #!fyi frank.fella, olaf.piesche, simon.tovey Change 3695456 on 2017/10/13 by Olaf.Piesche Fix for potential ribbon crash and end-of-ribbon rendering artifacts #!rb none #!codereview scott.kennedy #!tests minion wave test map Change 3694545 on 2017/10/13 by Andrew.Grant Fix for low frequency async loading crash (OR-42535) #!rb gil.gribb #!tests comppiled Change 3694176 on 2017/10/13 by Jeff.Williams Plugin manifest name changed to DLCFile name #!rb none #!tests compile, stage Change 3693582 on 2017/10/12 by Don.Eubanks Fixing PS4 Compile warning (constructor init order not matching member define order) #!rb none #!tests Compile Shipping Client PS4 #!fyi olaf.piesche Change 3693516 on 2017/10/12 by Olaf.Piesche Niagara: Remove mesh renderer assert, replace with early out #!rb none #!tests niagara mesh test asset Merging //Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp Change 3693051 on 2017/10/12 by Ben.Salem Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log. #!rb Clayton.Langford #!tests Parsed a 5mb log with dumphitches down to 23k of hitch data. Change 3692912 on 2017/10/12 by Olaf.Piesche Merging: Niagara ribbon tiling distance #!rb none #!tests ribbon test asset Change 3692835 on 2017/10/12 by Shaun.Kime Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags. #!rb none #!fyi scott.kennedy, wyeth.johnson #!tests n/a Change 3692751 on 2017/10/12 by Shaun.Kime Removing script that shouldn't have come over. #!rb none #!tests n/a Change 3692746 on 2017/10/12 by Shaun.Kime Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara #!rb none #!tests opened test level and created new emitter/system Change 3692616 on 2017/10/12 by Don.Eubanks OR-45131 Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking. #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE #!codereview nick.darnell Change 3691912 on 2017/10/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none #!tests compile, editor #!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3690944 on 2017/10/11 by Jeff.Williams Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC. #!rb Daniel.Lamb #!tests Compile, build Change 3688989 on 2017/10/10 by Lina.Halper LOD sync of attached/parent #!rb: Laurent.Delayen #!tests: price with shotgun skin/PIE/editor Change 3687592 on 2017/10/09 by Ben.Salem Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test. #!rb clayton.langford #!tests Ran sparrow shallow tests. Change 3686560 on 2017/10/09 by Shaun.Kime Flipping the min/max values to be standard #!rb none #!tests n/a Change 3686046 on 2017/10/09 by Shaun.Kime Merging latest from Dev-Niagara in preparation for Effects team work on Monday #!rb none #!tests successful preflight #!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek Change 3685613 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: simon.tovey Implementing vector field matrix inverse fix from CL3675167 to 43.3. #!rb none #!tests none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685603 on 2017/10/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross RotationalContent Improvements - Fixed potential bug where tags could be updated when not intended on RotationalContentManager - Fix for PIE assert - Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option. - Removing config tag from RotationalContentOverrides in OrionGlobals. New Halloween Gauntlet Test - Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box. #!rb none #!tests local builds / editor / PIE #!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685408 on 2017/10/07 by ben.salem Fixing robomerge error in DevGen #!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. ben.salem, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml -------------------------------------- Merging using DevGen->Release43.3 Repairing mailer for nightly Perf tests, fixing email headers. #!tests run in devgen #!rb none #!lockdown andrew.grant #!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3685073 on 2017/10/06 by Andrew.Grant Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General) #!tests #!rb na Change 3684717 on 2017/10/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where GT & RT times in profile info were reversed :( #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3684512 on 2017/10/06 by Laurent.Delayen Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code. #!rb lina.halper #!tests minion AnimBP nativization Change 3684059 on 2017/10/06 by Max.Preussner Orion: Fixed ability videos not loading on PS4 and/or not looping #!fyi stephan.jiang #!jira OR-44682 #!rb none #!rnx #!tests none Change 3683538 on 2017/10/06 by David.Ratti batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions. -Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players. -Fixes case where killing minions with badass was not displaying pops (prediction key issue) #!rb none #!tests editor, pie #!review-3683539 @Matt.Schembari Change 3683364 on 2017/10/06 by Andrew.Grant Changed warning to info #!tests #!rb na Change 3681999 on 2017/10/05 by Bart.Hawthorne Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion. #!rb cody.haskell #!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore #!jira OR-44111 #!tests Golden path, live spectated numerous matches. Change 3681403 on 2017/10/04 by Josh.Markiewicz #!UE4 - base pass for Tencent Cross SDK - basic testing done with enter/exit/switch room - basic testing of ShowUI - checked in disabled #!rb duck #!tests see above #!jira TEN-301 #!review-3681404 @sam.zamani, @rob.cannaday Change 3680623 on 2017/10/04 by David.Ratti Rework for how max movement speed is calculated. The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow. Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored. Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow. GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc). Suggested methods for inspection: AbilitySystem debug hud (Home/End) p.VisualizeMovement (displays final calculated movement speed) Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar) Technical information: 1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool. 2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows. 3. Added a notification for attribute sets when an aggregator is created for one of their attributes. 4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod) 5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension. #!tests pie #!rb FrankG #!codereview Fred.Kimberley, Billy.Bramer #!fyi colin.fogle #!QAReview #!RN #!designchange Change 3680580 on 2017/10/04 by Ben.Salem Repair email titles for various reports. #!rb none #!tests Reran tests. Change 3680438 on 2017/10/04 by Dan.Hertzka GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect - Fixes the HUD status effect feed not showing sources for a lot of itemization abilities Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip #!rb Dave.Ratti #!tests OrionEntry PIE - equipped Sand Speeder #!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on Change 3680344 on 2017/10/04 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Speculative disable of defragging on volumetric lightmap textures. #!rb andrew.grant #!test monolith2 ps4 #!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3680302 on 2017/10/04 by Shaun.Kime Integration from DevNiagara. Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array. #!rb none #!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek #!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass. Change 3679946 on 2017/10/04 by Laurent.Delayen Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches. #!rb lina.halper #!FYI andrew.grant #!tests monolith2 old minions Change 3679938 on 2017/10/04 by Daniel.Lamb Allowed foliage cullall option to be modified by scalability options. #!rb Trivial #!test Compile paragon editor Change 3679563 on 2017/10/04 by Jon.Lietz OR-43599 - added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it. #!rb Dave.Ratti #!review-3679564 @John.Nielson #!tests added these waits to hot pursuit and they worked as expected Change 3679006 on 2017/10/03 by Ben.Salem Try to fix broken nightly mailer issues for FX tests. #!rb none #!tests Preflighted a shallow fx pass successfully in EC. Change 3677845 on 2017/10/03 by Andrew.Grant Added an ensure to guard against OR-44826 while further investigations occur #!tests compiled #!rb none Change 3677443 on 2017/10/03 by John.Nielson Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase. Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify). #!RB: None #!Test: Pie, Uncooked #!review-3677445: @David.Ratti Change 3676748 on 2017/10/02 by Laurent.Delayen Minions: split body layer is now done in mesh space, to maintain upper body orientation. #!FYI ray.arnett, lina.halper #!rb none #!test lane minion test map Change 3675950 on 2017/10/02 by Don.Eubanks Added several new supported tags / status effects to the Floating Status Effect Text system. Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player. Added ScaleOverDistance curve support for floating numbers / text. Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out. #!rb matt.schembari #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 Change 3675186 on 2017/10/02 by Mic.Rooney Support for other anim curve driving audio types (right now specifically DialogueWave) #!RB: none #!Test: compiled editor/monolithics/withoutunity and tested locally. #!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen Change 3675167 on 2017/10/02 by Shaun.Kime Changed unsafe InverseFast() to an Inverse() #!jira OR-44671 #!rb Simon.Tovey #!tests n/a Change 3674888 on 2017/10/02 by David.Ratti GGP V2 * Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration. Item System: * Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords. * Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup). Ability System: * SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE) #!rb none #!tests editor pie cooked #!review-3674889 @Jon.Lietz Change 3674170 on 2017/09/30 by Mieszko.Zielinski Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load. #!rb none #!test golden path #!OR-44738 Change 3672937 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files #!tests 3compiled #!rb none #!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672867 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored previous behaviour of integer numbers being formatted as "1" and not "1.00" #!tests ran game, checked playlist analytic #!rb nikdel #!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672575 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Remove warning that can happens normally with backwards compat replays #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672548 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Andrew.Grant #!test Editor building hlods #!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672542 on 2017/09/29 by Andrew.Grant Merging #!rb #!tests na Change 3672390 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed memreport settings for frontend tests #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672385 on 2017/09/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Reworked and pretty much final PipelineState cache code - various comments incorporated - namespaced functions - removed redundant class and replaced with ref pointer #!tests soaked a lot [at daniel.lamb,] [at arne.schober] #!rb none #!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3672281 on 2017/09/29 by Rob.Cannaday Add user ID to OnNetworkCheatDetected #!jira TEN-272 #!jira TEN-273 #!jira TEN-274 #!rb rob.cannaday #!tests Win64 AI match, simulate cheat detected by cheat command #!review-3672282 @ian.fox @sam.zamani Change 3671688 on 2017/09/29 by Frank.Gigliotti Added ability to set developer comment when adding native tags. #!RB David.Ratti #!Tests None Change 3670409 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for dump type made while doing cleanup #!tests compiled Win64, PS4, ran PS4 #!rb none #!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3670399 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed race condition in pipeline state cache Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon (Couple of extra tweaks planned, but this should be GTG for a v43 release) #!rb codereviewed #!tests soaked locally, lots #!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669802 on 2017/09/28 by Andrew.Grant From Dev-Framework #!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed #!rb michael.noland #!codereview andrew.grant #!tests na Change 3669709 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669177 on 2017/09/28 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) #!rb Marcus.Wassmer #!TESTS Paragon editor Monolith02 #!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3669124 on 2017/09/28 by Daniel.Lamb Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush Fix cook in devgeneral Bumped shader version to invalidate stale uniform buffer name. #!rb none #!TESTS none #!fyi Daniel.Wright Change 3667906 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667899 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Remove unused SM4 reflection capture cubemap #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667894 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] SM4 fallback for reflection captures. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667859 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy from Brian] Removed old rasterized deferred reflection env path. Removed reflection compute shader. Replaced with PS. Small perf gain. #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667852 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Fixed missing include #!rb none #!TESTS none #!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667807 on 2017/09/27 by Daniel.Lamb Tencent DLC can now remap the plugin content to the game root directory. #!rb Ben.Marsh #!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test Change 3667753 on 2017/09/27 by Clayton.Langford Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer. #!RB Ben.Salem, Adric.Worley #!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat Change 3667408 on 2017/09/27 by Jordan.Walker Optimization to bakedNormal layer blend on Low end material quality -uses simple multiply and add normal map blend Change 3667388 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. #!rb none #!TESTS QAGame on console #!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667383 on 2017/09/27 by robomerge #!ROBOMERGE-AUTHOR: daniel.wright [Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame. #!rb none #!TESTS QAGame #!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3667265 on 2017/09/27 by Daniel.Lamb Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned. #!rb Uriel.Doyon #!test Editor building hlods Change 3667159 on 2017/09/27 by Mieszko.Zielinski Added simple logging to BT loading allowing us to identify missing BB keys #!Orion #!test golden path #!rb Lukasz.Furman Change 3665944 on 2017/09/26 by Dan.Hertzka Fix PS4 compile #!rb none #!tests compile PS4 Change 3665590 on 2017/09/26 by Daniel.Lamb Fix for DLC cooking everything when it should only cook the DLC. #!rb None #!test None Change 3665569 on 2017/09/26 by Dan.Hertzka New status effect feed for the new HUD: - Now placed in the mid-upper-left side of the HUD - Biggest difference from before is that there are now names associated with each effect - If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet. Cleaning: - Deleted all of the old buff widget classes & codepaths - Removed redundant properties from StatusEffectDisplayInfo - Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData Also: - Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events - Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed) @todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.) #!rb Don.Eubanks #!tests OrionEntry PIE with some cards and hero abilities #!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial. #!lockdown Billy.Rivers Change 3665555 on 2017/09/26 by Daniel.Lamb AudioStreaming mpsc queue fix up. #!rb Andrew.Grant #!test Compile paragon client / editor. Change 3665517 on 2017/09/26 by Daniel.Lamb Suspect fix for OR-44619 #!jira OR-44619 #!test Paragon editor compile #!rb Trivial Change 3664346 on 2017/09/26 by Jon.Lietz - making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out. - Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired. - Updated all GC's data to use the new decal class - removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent #!rb Dave.Ratti #!reivew Dave.Ratti #!tests used characters that had decal comps in the GC and they recylce as expected. #!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed. Change 3664099 on 2017/09/26 by Jon.Lietz OR-44510 - bringing over engine fixes for the Enum Redirector from Dev-Framework #!rb none #!tests compiles and warnings are gone Change 3663019 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Gil: fixed race condition in the PipelineStateCache #!rb Daniel.Lamb #!test paragon ps4 with higher repro modified build #!lockdown Andrew.Grant #!jira OR-44441 #!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663014 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready. #!tests ran locally #!rb [at daniel.lamb] [at arne.schober] #!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3663004 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed dev check for extra commandline args from /data to /temp0 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662999 on 2017/09/25 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Fixed DateTime used for folders not being set #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3662255 on 2017/09/25 by Sam.Zamani #!tencent - fix for link error due to missing define of static OnNetworkCheatDetected delegate #!rb none #!tests none Change 3662073 on 2017/09/25 by Sam.Zamani #!tencent Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server Possible options #!jira TEN-275 TSS detect and expose punish user callbacks KickClient - User should be booted from the current game session via disconnect KickMatch - User received info about being punished (eg. ban type etc) PunishInfo - User received info about being punished (eg. ban type etc) #!rb rob.cannaday #!tests none Change 3659487 on 2017/09/22 by Josh.Markiewicz #!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin #!review-3659190 john.barrett, ryan.gerleve Change 3659485 on 2017/09/22 by Josh.Markiewicz #!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins #!fyi john.barrett, ryan.gerleve Change 3659184 on 2017/09/22 by Josh.Markiewicz #!UE4 - delete EpicSurvey module #!fyi justin.sargent, nick.darnell #!rb none Change 3658697 on 2017/09/22 by Ryan.Gerleve Fixes for server-side Tencent anti-cheat library integration: -Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows -Add getter for the TssSdkAntiInterf object -Enable server anti-cheat in editor builds #!codereview sam.zamani #!rb none #!tests enabled Tencent OSS, built & ran server Change 3658200 on 2017/09/22 by Graeme.Thornton Manual copy of CL 3587584 from Dev-Core Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again #!rb none #!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General Change 3657970 on 2017/09/22 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition. We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game, [at marcus.wassmer,] [at arne.schober] #!rb none #!tests cycled 6-7 levels of Paragon #!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657914 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing... #!tests stepped through in non-pkg build #!rb none #!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657906 on 2017/09/21 by Andrew.Grant Improved some logging #!tests used locally #!rb none Change 3657891 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing Fixed issue with -dev mode on PS4 not updating symbols #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657867 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Re-locked network CL to 3652780 #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657857 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444 #!RB:arciel.rekman #!Tests:Compiled [CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf #!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657852 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for case-insensitivity causing title.json not to be staged #!rb daniel.lamb, bob.tellez #!tests ran packaging script, verified contents match v42 #!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657831 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors We can worry about a more permanent solution after we get this live. #!RB:none #!Tests: Compiled [CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer #!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657824 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe //ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb -------------------------------------- Built new UnrealCEFSubprocess client Changed OrionBuild.xml to build the shipping version of the above. The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this. [at justin.sargent,[at benjamin.crocker,[at wes.fudala]]] #!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3657488 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: anton.migulko LIGHTING AND assets update #!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3656388 on 2017/09/21 by Laurent.Delayen Added default GetAxisVector static function to EAxisOption #!rb none #!FYI thomas.sarkanen #!tests lane minions test map Change 3656387 on 2017/09/21 by Laurent.Delayen Initialize FAnimInstanceProxy with default constructor. #!rb none #!fyi lina.halper, thomas.sarkanen #!tests lane minion test map Change 3656003 on 2017/09/21 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3650578 for patching benjamin.crocker #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654403 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Merge DevCore -> Orion Release-43 CL 3641450 UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers. #!rb Daniel.Lamb #!test Compile #!lockdown Andrew.Grant #!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3654356 on 2017/09/20 by Andrew.Grant Merging 3653658 from Dev-Rendering #!tests compiled, ran editor #!rb marcus.wassmer Change 3653914 on 2017/09/20 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access). #!rb none #!tests ran locally #!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3652495 on 2017/09/19 by Andrew.Grant Editgration of VR fix in 3643776 from Release-4.17 #!tests #!rb na Change 3652244 on 2017/09/19 by Sam.Zamani #!tencent Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher Added "-q" to whitelist of command line params for shipping builds Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher #!rb rob.cannaday #!tests none Change 3651493 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651490 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651489 on 2017/09/19 by buildmachine BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs. #!rb none #!lockdown Nick.Penwarden #!tests none Change 3651445 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag #!RB:none #!Tests:none [CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant #!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651059 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed code to archive load-order during tests #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3651043 on 2017/09/19 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Changed error parsing from tests to put cause ahead of file info #!tests ran self-test #!rb none #!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649683 on 2017/09/18 by Andrew.Grant Bulk-merge of oustanding changes in Main to DG #!tests #!rb na Change 3649345 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Integrate fix for eidtor crash when switching between low and high scaleability options. #!rb Olaf.Piesche #!test Paragon editor #!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649335 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - OR-44257 - Fix for hair not working It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion. #!RB:daniel.lamb #!Tests:Re-tested in cooked build [CODEREVIEW] daniel.lamb #!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649231 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM #!RB:none #!Tests:none [CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy #!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649211 on 2017/09/18 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix 'lowest' shadow settings (simple forward rendering) #!rb arne.schober [FYI] Daniel.Wright #!tests monolith #!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3649141 on 2017/09/18 by Stephan.Jiang Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source. -- These are hacks for ability videos to work before we have the new Sequencer updates -- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748 #!fyi Andrew.Grant, Max.Preussner #!rb none #!test compile Change 3649087 on 2017/09/18 by Thomas.Ross Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General #!rb none #!tests none #!fyi Andrew.Grant,Jeff.Williams,dan.oconnor Change 3649066 on 2017/09/18 by Max.Preussner WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources #!rb stephan.jiang #!rnx #!tests none Change 3649049 on 2017/09/18 by Max.Preussner Media: Changed audio sample rate warning to verbose log #!fyi stephan.jiang #!rb none #!rnx #!tests none Change 3648752 on 2017/09/18 by Max.Preussner WmfMedia: Fixed race condition in media sound wave #!rb none #!rnx #!tests none Change 3648748 on 2017/09/18 by Max.Preussner WmfMedia: Hack for preventing flicker between media source switching Do not merge to Dev-Main! #!rb stephan.jiang #!rnx #!tests none Change 3648596 on 2017/09/18 by Bart.Hawthorne More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough. Change 3648575 on 2017/09/18 by Sam.Zamani #!tencent Fix for missing library calls when initializing TSS anti cheat SDK #!rb none #!tests compiles win64 server Change 3648556 on 2017/09/18 by Jeff.Williams Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084 Clearing up robomerge #!rb none #!tests none Change 3648533 on 2017/09/18 by clayton.langford Unblocking RM. #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly. #!RB Adric.Worley #!tests none #!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3648219 on 2017/09/18 by Sam.Zamani #!tencent fixed Tencent module thirdparty dll runtime dependency paths fixed DLLHandle not being set #!rb none #!tests none Change 3647998 on 2017/09/18 by Clayton.Langford Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763. #!tests compiled #!rb Adric.Worley Change 3647817 on 2017/09/18 by James.Golding Mirror fix from 4.18 release stream (CL 3647799) to Dev-General Fix out-of-bounds access of cloth mapping data during CPU skinning #!rb benn.gallagher #!jira UE-49628 #!fyi benn.gallagher #!tests convert RiftMage to static mesh Change 3647749 on 2017/09/18 by Benn.Gallagher Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope. This caused matrix transposition to fail after the data was copied in using memcpy BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs. #!rb none #!tests Editor reimport of clothing assets Change 3646242 on 2017/09/15 by Tyler.Cole Revert shared engine LocalMCP scripts. Change 3646153 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds #!RB:daniel.lamb #!Tests: Ran cooked Client [CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy #!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3646125 on 2017/09/15 by robomerge #!ROBOMERGE-AUTHOR: arne.schober OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews. #!RB Marcus.Wassmer #!tests automated performance tests #!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3645861 on 2017/09/15 by clayton.langford #!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW. Unresolved conflicts. clayton.langford, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj -------------------------------------- Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added. To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated. #!tests ran local client/server, preflighted #!rb Ben.Salem #!rnx [FYI] Sean.Tobin, Hunter.Kent, Edward.King #!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3644062 on 2017/09/14 by Aaron.McLeran #!jira OR-44171 Some looping sounds are extremely loud #!rb Ethan.Geller #!tests run paragon, run near water river, don't observe looping sound being very loud Change 3643901 on 2017/09/14 by Laurent.Delayen Integrated CL #!3604725 to fix bug with opening state machines from anim graph. #!rb none #!tests fixes bug #!FYI lina.halper Change 3643641 on 2017/09/14 by Rob.Cannaday Fix unreachable code detected #!rb rob.cannaday #!tests Win64 compile Change 3643326 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TerSafe.dll loading until staging issues can be resolved #!rb none #!tests none Change 3643039 on 2017/09/14 by Sam.Zamani #!tencent - temp disabled TSS on servers due to linux build issues #!rb none #!tests none Change 3642438 on 2017/09/13 by Rob.Cannaday Handle new analytics param types (number, string, etc) Stub implementation of FAnalyticsProviderETTencent DefaultAttrs #!rb rob.cannaday #!tests Win64 vs AI match Change 3641655 on 2017/09/13 by Sam.Zamani #!tencent WIP added tss_sdk.dll (server) and TerSafe.dll (client) JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers #!rb none #!tests PC run with RegionCN.pak enabling tencent mode Change 3641559 on 2017/09/13 by Bart.Hawthorne Fix up oodle dictionary generation scripts #!rb none #!jira none Change 3641550 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3641393 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev. Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled - Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false) - Added PGOInput option to TargetRules and passed through to compile environment - Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for - Updated PS4 toolchain to use both LTO and PGO depending on what was set #!tests soaked locally, preflighted #!rb codereviewed FWIW here are before/after results for LTCG. Orion Performance report from 3 games and 1441.51 seconds MVP: 2.83 (Min: 2.05, Max: 3.22) HPM: 4.29 (Min: 4.24, Max: 4.37) AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms) GT: 12.88ms (Min: 12.68ms, Max: 13.25ms) RT: 13.71ms (Min: 13.48ms, Max: 14.08ms) GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms) Orion Performance report from 3 games and 1440.49 seconds MVP: 1.42 (Min: 1.02, Max: 1.94) HPM: 3.25 (Min: 2.75, Max: 3.62) AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms) GT: 11.93ms (Min: 11.64ms, Max: 12.47ms) RT: 12.80ms (Min: 12.54ms, Max: 13.24ms) GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms) #!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640885 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Limited warning to once every 10 secs. #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640875 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed shipping config issue #!tests #!rb na #!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640870 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: mieszko.zielinski Fixing CIS builds #!Orion The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors. [CODEREVIEW] John.Nielson #!rb none #!test compilation #!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3640783 on 2017/09/13 by robomerge #!ROBOMERGE-AUTHOR: john.nielson More temporary logging for finding the missing FX issue. #!rb: none #!Test: Pie #!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639910 on 2017/09/12 by Rob.Cannaday Build fix for AnalyticsETTencent #!rb rob.cannaday #!tests compile Win64 DebugGame Editor Change 3639565 on 2017/09/12 by Laurent.Delayen SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0. #!rb lina.halper #!FYI lina.halper #!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime. Change 3639228 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Tools - Added ability to postmortem a PS4 devkit for last crash #!rb run locally #!tests none #!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639075 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Specifically requesting 'all' configuration, to avoid missing manifest in jar. #!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3639022 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka Remove dependency on the editor style set in the WidgetReflector - Fixes a crash when trying to use the reflector in a client cooked build - Also updated Focusable column name to shared var #!rb none #!tests Widget Reflected in a cooked build #!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638984 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43 #!rb: none #!test: Pie #!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638696 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Swapped problematic ensure to LogError, made draft obey notimeouts. #!tests compiled #!rb none [at daniel.lamb] #!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638644 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Third time's the charm #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638628 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure in a PS4 friendly way #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638583 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed ensure to get a cook #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3638545 on 2017/09/12 by Bart.Hawthorne Add analytics for oodle compression percentages #!rb ryan.gerleve, wes.hunt #!tests ran a 2 person game with dedicated server and verified analytics were reported #!jira OR-26386 Change 3638172 on 2017/09/12 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Duplicate 3620803 Partial Fix for Dither Opacity Mask #!rb none #!tests PC monolith #!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637643 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jeff.williams Fixing version stream to Main #!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637524 on 2017/09/11 by Andrew.Grant Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests build Win64 editor, ran tests locally #!rb none Change 3637402 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - Restored logging of runoptions when not verbose #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637357 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Made 'none' test specify Attended #!rb Daniel.Lamb #!tests compiled #!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3637305 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: john.nielson Added temporary debug logging cmd line option for finding Jira OrionOR-43600 #!RB: none #!Test: Pie [at David.Ratti] #!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636549 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues #!RB:none #!Tests:none [CODEREVIEW] uriel.doyon #!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636507 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: dan.hertzka [OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG. Also: - Added distance formatting type for simple ability description values (will automatically append u to the value) - SimpleAbility description values can now go up to two decimal places Engine: - Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName #!rb Matt.Schembari #!tests PIE OrionEntry & FrontEndScene - various bug repros #!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636372 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Implement fast particle pool memory. Default is 2mb, automatically cleans up oldest used pool slots. Estimated 1/4 time for STAT_PARTALLOC. #!rb Jason.Bestimt #!test paragon ps4 cooked #!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636319 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue with fatal error message not being shown in reports. Fixed issue where some cancelled tests reported as succeeded #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3636264 on 2017/09/11 by robomerge #!ROBOMERGE-AUTHOR: jason.bestimt #!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance #!RB:none #!Tests: Ran client cooked build [CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon [QAREVIEW] #!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635288 on 2017/09/10 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices Fixed missing - in SoloSmoke args that were causing trailing params to be lost #!tests preflighted, ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635145 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Bumped script version to pick up SDK change for patch packages #!rb none #!tests none #!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3635097 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added cleardevices option to Gauntlet that removes all devices after running. Added to Orion build scripts #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634985 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Cleaned up some logging around device failures Attempt to handle "Too Many Connections" error at a lower level Added removeall command to PS4DevkitUtil (not yet used) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634897 on 2017/09/09 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Checking in change to timeouts to test theory #!tests ran test locally #!rb none #!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634765 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Scrape another .05ms out of GPU particle simulation. #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634422 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for Gauntlet shutdown issue on builders Fix for BP editing crash from Dev-Framework #!tests ran locally #!rb none! #!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3634139 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running #!tests ran locally with single and file-based devices #!rb none #!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633799 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only. #!rb none #!tests monolith02 turrets [CODEREVIEW] lina.halper #!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633647 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Possible fix for OR-43926 from Arne #!tests ran locally, observed no ensures or negative side-effects in UI or HUD #!rb none #!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3633637 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Upped timeout for editorbased tests #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632565 on 2017/09/08 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed some test code... #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632385 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device handling. Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems. #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632177 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: thomas.ross Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43 #!rb none #!test local commandlet #!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632131 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix a bug with new local vector-field only project setting #!rb none #!tests ps4 monolith #!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3632034 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed issue where problem devices were reset each attempt #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631812 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant More improvements to device management in Gauntlet #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631787 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: laurent.delayen Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes. #!rb none [CODEREVIEW] martin.wilson #!test bot game #!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3631251 on 2017/09/07 by Andrew.Grant Additional device selection improvements #!tests #!rb na Change 3630861 on 2017/09/07 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3630620 on 2017/09/07 by Laurent.Delayen RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions. #!rb Ori.Cohen #!codereview benn.gallagher #!tests lane minions test map Change 3629990 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: daniel.lamb Fix for gpu hang on ps4. #!rb Marcus.Wassmer #!test Paragon cooked ps4 #!jira OR-43835 #!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629980 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Moved some missed code to FDebug::HasAsserted() #!tests na #!rb none #!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629975 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Project optimization to only support local vector fields. separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost. #!rb olaf.piesche #!tests monolith ps4/pc #!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629917 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: marcus.wassmer Fix for sizebyspeed on ps4 #!rb Simon.Tovey #!tests pc #!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629620 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629554 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Restored screenshot support to gauntlet (now driven externally) #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629495 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: don.eubanks Stat panel will only show stat changes or improvements that come from Item sources (cards / gems) #!rb dan.hertzka #!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE [RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base! #!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629468 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring() Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread. #!tests ran locally #!rb none [at marcus.wassmer] #!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629410 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs -------------------------------------- Fix for generating project files #!tests GPF #!rb none #!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629369 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests) #!rb none #!tests verified signing is disabled and game gets to main menu with -fileopenlog [at graeme.thornton] #!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3629254 on 2017/09/06 by Laurent.Delayen URO: ensure we don't skip more frames than desired when switching LODs. #!rb lina.halper #!codereview martin.wilson, benn.gallagher #!test lane minions test map Change 3629191 on 2017/09/06 by Laurent.Delayen Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions. #!rb lina.halper #!codereview martin.wilson #!test lane minions test map Change 3629130 on 2017/09/06 by Laurent.Delayen AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug. #!rb none #!tests lane minion test map Change 3628300 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed exception that could occur during tests if all devices were in use #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627915 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Undoing Oodle check for the time being #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/... #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627875 on 2017/09/06 by Jason.Bestimt #!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables) #!RB:none #!Tests:none #!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker #!ROBOMERGE: MAIN, 43 Change 3627694 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Improved warnings #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627642 on 2017/09/06 by robomerge #!ROBOMERGE-AUTHOR: david.ratti More logging for OR-43892 and OR-43779 #!rb none #!tests compile #!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627247 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Removed check that turns out to be bogus #!tests #!rb none #!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627240 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures #!tests compiled OrionClient [at daniel.lamb] #!rb none #!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3627211 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added ensure for OR-43777 #!tests compiled #!rb none #!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626839 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Added wait to PS4DevkitUtil before trying to postmortem crashdump #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626755 on 2017/09/05 by Rob.Cannaday Merge //Orion/Release-Tencent to //Orion/Dev-General Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded #!rb sam.zamani #!lockdown andrew.grant #!tests Win64 vs AI match, QA smoke test #!fyi sam.zamani Change 3626285 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fixed BaseDir argument not being correctly applied in tests Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3626221 on 2017/09/05 by robomerge #!ROBOMERGE-AUTHOR: david.ratti Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame. Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement #!rb none #!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz [at Laurent.Delayen] [FYI] [at Andrew.Grant] #!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3625925 on 2017/09/05 by Laurent.Delayen If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want. #!rb benn.gallagher #!codereview martin.wilson, lina.halper #!tests lane minion map Change 3624051 on 2017/09/02 by Andrew.Grant Fixed issue with test params not being set. Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability. #!tests preflighted #!rb none #!review-3624052 @ben.salem Change 3623907 on 2017/09/02 by Andrew.Grant Fixed usesyncedbuild option being broken in Gauntlet #!codereview @daniel.lamb #!tests compiled #!rb none Change 3623906 on 2017/09/02 by David.Ratti Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides #!rb none #!test future wukong pie Change 3623766 on 2017/09/01 by Daniel.Wright [Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box #!rb none #!Tests PC QAGame Change 3623518 on 2017/09/01 by Don.Eubanks Fix for Shipping Client PS4 #!rb none #!tests Compile Shipping Client PS4 #!fyi daniel.lamb andrew.grant Change 3623515 on 2017/09/01 by Daniel.Wright [Copy] Volume materials applied to static meshes operate on the object's bounding sphere #!rb none #!TESTS QAGame PC Change 3623503 on 2017/09/01 by Daniel.Wright [Copy] Fixed ObjectRadius in Volume domain materials #!rb none #!TESTS none Change 3623102 on 2017/09/01 by Marcus.Wassmer Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand #!rb none #!tests monolith on PS4 #!fyi olaf.piesche,tim.elek Change 3623096 on 2017/09/01 by Marcus.Wassmer checkslow -> check to find issues with ILC #!rb none #!tests ran monolith on ps4 Change 3622744 on 2017/09/01 by Laurent.Delayen RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now). Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies. Take gravity from movement component if present, to inherit custom gravity scaling. Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used. If LOD enables new bodies, they are now initialized during simulation. Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default. Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change. Added AnimStats for PreUpdate, Update and Eval. #!rb ori.cohen #!codereview ori.cohen, lina.halper, benn.ghallager #!tests lane minion test map Change 3622743 on 2017/09/01 by Laurent.Delayen Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes. #!rb lina.halper #!tests lane minion test map Change 3622742 on 2017/09/01 by Laurent.Delayen 'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings. Renamed DisplayDebugCustom to DisplayDebugInstance. #!rb lina.halper #!tests lane minion test map Change 3622738 on 2017/09/01 by Laurent.Delayen Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams #!rb lina.halper #!tests lane minion test map Change 3622666 on 2017/09/01 by Jian.Ru Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements #!jira UE-48972, OR-43455 #!rb Chris.Bunner #!tests editor Change 3622579 on 2017/09/01 by Andrew.Grant Fixed shutdown issues with some tests being detected as errors Simplied and cleanup some things in state management of tests. #!tests ShortSOloGame test locally #!rb none Change 3622322 on 2017/09/01 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-40366 from v43 #!tests compiled #!rb Aaron.McLeran #!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3621054 on 2017/08/31 by Andrew.Grant Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating #!tests preflighted #!rb none Change 3620755 on 2017/08/31 by Daniel.Lamb Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations. #!rb Jason.Bestimt #!test Cooked paragon ps4 Change 3620541 on 2017/08/31 by Ben.Salem Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting. #!rb none #!tests compiled. Change 3620443 on 2017/08/31 by Mieszko.Zielinski Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4 #!rb none #!test golden path Change 3620428 on 2017/08/31 by Aaron.McLeran #!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General #!rb Ethan.Geller #!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports. Change 3620411 on 2017/08/31 by Mieszko.Zielinski Fix to removal of simuli sources from the AISense_Sight #!UE4 Made sure given source gets removed from ObservedTargets. #!rb none #!test golden path Change 3620343 on 2017/08/31 by Ben.Salem Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on. #!rb clayton.langford #!tests ran shallow and normal FX tests, generated hitches to display. Change 3620050 on 2017/08/31 by Luke.Thatcher [ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/... - USE_DEFRAG_ALLOCATOR was not always defined in all cases. #!rb Daniel.Lamb #!tests none Change 3619836 on 2017/08/31 by Andrew.Grant Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team) #!tests preflighted, ran locally #!rb none Change 3618597 on 2017/08/30 by Dan.Hertzka Fixed Additive UI materials not being affected by the widget opacity - We needed to multiply the sampled color by the alpha of the vertex color Also added fade in anim for scoreboard when showing after the endgame cinematic #!rb Nick.Darnell #!tests Widget alpha affects additive materials Change 3618441 on 2017/08/30 by Laurent.Delayen Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display. #!rb lina.halper #!tests lane minions Change 3618404 on 2017/08/30 by Paul.Moore - Update to new MMS client API from Fortnite. - Add MMS API plugin. #!rb none #!tests matchmaking, v2 MMS matchmaking, draft lobby. #!lockdown andrew.grant Change 3618167 on 2017/08/30 by Marcus.Wassmer Fix fog on PS4, also volume texture clears. #!rb luke.thatcher #!fyi Jordan.Walker #!tests ran monolith on ps4 Change 3617911 on 2017/08/30 by Andrew.Grant Fix for OR-43401, lighting remaining unbuilt #!tests ran cook, verified that lighting for bp components is now correctly found. #!rb marc.audy Change 3617765 on 2017/08/30 by Andrew.Grant Fix for lighting always being unbuilt on some blueprints #!tests cooked data and verified BP components have the correct transform and receive cached lighting data #!rb marc.audy, bp-team Change 3617757 on 2017/08/30 by Laurent.Delayen clang fix #!rb none #!tests none Change 3617700 on 2017/08/30 by Laurent.Delayen Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated. #!rb lina.halper #!tests lane minions map Change 3617695 on 2017/08/30 by Laurent.Delayen Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays. #!rb lina.halper #!tests test lane minions map Change 3616757 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Fix for OR-43459 from Laurent #!tests na #!rb Lina.Halper, Andrew.Grant #!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616745 on 2017/08/29 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant [NULL MERGE] Locked net version to 3609966 in anticipation of patch #!rb #!tests na #!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3616551 on 2017/08/29 by Daniel.Lamb Fix memory leak in paragon. #!rb Andrew.Grant #!test Paragon ps4 Change 3613700 on 2017/08/28 by Andrew.Grant Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion Renabled r.Cache.UpdatePrimsTaskEnabled #!tests ran locally #!rb none Change 3613694 on 2017/08/28 by Andrew.Grant Added -teamsize argument to Orion none test. #!tests ran None test :) #!rb none Change 3613638 on 2017/08/28 by Ben.Salem Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created. #!rb clayton.langford #!tests Ran shallow and deep test for multiple characters. Change 3612731 on 2017/08/28 by Chris.Bunner [DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook. #!rb #!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb #!tests Cooking/running simple scene with grass foliage #!jira UE-48698, OR-42612 Change 3612695 on 2017/08/28 by Andrew.Grant Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things. #!tests ran NoneTest with -nomcp #!rb none Change 3612002 on 2017/08/27 by Andrew.Grant Fix for crash seen during nightly tests #!tests baseline perf didn't crast 3/3 #!rb none Change 3611980 on 2017/08/27 by Andrew.Grant PS4DevkitUtil post-mortem improvements to logging #!tests run ShortSoloGame #!rb none Change 3611758 on 2017/08/26 by Andrew.Grant Fix for warning #!tests #!rb na Change 3611737 on 2017/08/26 by Andrew.Grant Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering 3517039 - GitHub #!2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly 3545241 - Fixed spotlight whole scene shadows using a radius 2x too long 3545347 - Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. #!rb none #!tests compiled Change 3611718 on 2017/08/26 by andrew.grant #!CodeReview: andrew.grant, jason.bestimt, jeff.williams Unresolved conflicts. andrew.grant, please merge this change by hand. //ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs -------------------------------------- Improved parsing of callstacks and errors in test logs Added unit test for error parsing #!tests ran locally, unit tests #!rb none #!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611704 on 2017/08/26 by robomerge #!ROBOMERGE-AUTHOR: andrew.grant Test fixes - addresses issue with memory report failing #!tests ran locally #!rb none #!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703 #!ROBOMERGE-BOT: ORION (Main -> Dev-General) Change 3611683 on 2017/08/26 by Andrew.Grant Upgraded PS4 SDK to 4.508.111 #!tests SoloGames locally #!rb none Change 3611466 on 2017/08/25 by Andrew.Grant Changed none test to use monolith02 by default #!tests compiled #!rb none Change 3611167 on 2017/08/25 by Laurent.Delayen Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated. #!rb none #!tests lane minions #!codereview martin.wilson Change 3610850 on 2017/08/25 by dan.hertzka Unclog Robomerge #!rb none #!tests none Change 3610325 on 2017/08/25 by Andrew.Grant Compile fix for PS4 #!tests compiled #!rb none Change 3610018 on 2017/08/25 by Laurent.Delayen UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later. #!rb lina.halper #!tests venus ult on minion lane test map Change 3609967 on 2017/08/25 by Daniel.Lamb Merging using //Fortnite/Main/->//Orion/Dev-General/ Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4. CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping. - The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out. - Added an extra flag to reset mip bias values when texture memory budget is increased. #!rb Uriel.Doyon #!jira FORT-45385 #!jira FORT-47739 CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4. - Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled. - Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted. - Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps. #!jira FORT-45229 #!rb Ben.Woodhouse CL 3564368 LLM Changes Summary: LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead. Changes where LLM hooks into the various allocation functions and pools. Added more LLM tracking scopes. Changed the way LLM gets its internal memory. Writing stats out to csv Fixed a few bugs with the tracker code Details: * re-enabled LLM by default in Dev builds for XB1 and PS4 * Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update) * track allocations made from the defrag pool (PS4) * track non-drfrag pool garlic allocations (PS4) * track allocations made from PS4 malloc * combined the RHI and Malloc trackers into the Default tracker * changed stat groups to LLM, LLMPlatform and LLMOverhead * OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set * XMemAlloc now uses AllocationType if no LLM scope has been set * renamed VirtualMap to LLMMap * added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled. * support for tracking allocations that move in memory (for the PS4 defrag allocator) * support for tracking explicit memory without pausing the tracker * LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg * fixed check in FNameToTag. It was checking the wrong value when verifying the name index * show a warning on screen if LLM has been enabled without debug memory enabled (on consoles) * fixed program size tracking * fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope. * optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times) * fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them. * fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled * changed default alloc size for LLMMap to 16K * Added lots more LLM scopes renamed some of the existing ones * made FMemBlock::Allocators private and added accessor functions, which include LLM tracking. * fixed LLM alignment tracking in CustomVirtualAlloc * implemented LLM on XB1 so that it properly tracks D3D12Allocations * added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator * tracking of render targets * fixed LLM pool total column value. #!rb luke.thatcher CL 3565905 [ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/... 3458941 - Initial submission of new PS4 memory allocator. 3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible. 3498440 - Flexible and framebuffer memory fallbacks 3515704 - Add stats to new PS4 memory system. UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly. #!rb Ben.Woodhouse CL 3580934 [FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo. - Neo has 512 MB more direct memory than a base kit. - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB. #!rb Marcus.Wassmer #!jira FORT-50206 CL 3590180 [FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted. - Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB. - Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool. - Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails. #!jira FORT-49700 #!rb Aaron.McLeran CL 3593920 [FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system. - Incorrect bitmask usage was truncating the available memory value to 32 bits. - Also includes some minor refactoring to make parts more readable. - Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile. #!rb Jonathan.Fitzpatrick #!jira FORT-50918 CL 3597577 [FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU. - Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack. - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is. #!rb Stewart.Lynch #!jira FORT-50825 #!jira FORT-49688 #!jira FORT-49695 #!jira FORT-50054 CL 3601951 [FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0. - Added garlic, onion and defrag stats to the platform memory stats struct. - Added fixed pool sizes to platform memory stats. - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools. #!rb Stewart.Lynch #!jira FORT-52910 #!test preflight with baseline performance memory report tests, local tests on neo #!rb Luke.Thatcher Change 3608480 on 2017/08/24 by Uriel.Doyon Instanced static mesh lightmaps are now updated correctly after lighting scenario changes #!jira UE-48522 #!tests Build lighting, loaded maps #!rb michel.dupuis Change 3608407 on 2017/08/24 by Andrew.Grant Reintegrated ROlando's cloth optimizations #!tests #!rb none Change 3608349 on 2017/08/24 by Rolando.Caloca O - Cloth vertex buffers no longer generate dummy vertices #!rb Lina.Halper #!fyi James.Golding #!tests Check obj list memory with multiple characters, tested animations Change 3607815 on 2017/08/24 by Laurent.Delayen Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha. https://jira.it.epicgames.net/browse/OR-43186 #!rb none #!tests Price hand two bone IK #!codereview lina.halper, thomas.sarkanen Change 3607770 on 2017/08/24 by Andrew.Grant Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong #!tests ran locally, updated parser test #!rb none Change 3607546 on 2017/08/24 by Jian.Ru Add more control to chromatic aberration effect #!jira UE-47138 #!rb Brian.Karis #!tests editor Change 3607270 on 2017/08/24 by Andrew.Grant Mirroring 3605735 from FN to address bug with MIC deduplication #!tests compiled #!rb none Change 3607082 on 2017/08/24 by Laurent.Delayen Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands. List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph). Current debug Target is highlighted in a green bounding box. Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player. Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors. Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation. #!rb dave.ratti #!tests lane minion test map, debugging individual minions #!codereview jon.lietz Change 3606772 on 2017/08/24 by David.Ratti Spot edigrate CL 3606417 for accurate CurveTable memory tracking #!rb none #!tests none [CL 3748735 by Andrew Grant in Main branch]
2017-11-09 18:22:55 -05:00
EvaluateComponentPose_AnyThread(Output);
#if WITH_EDITORONLY_DATA
// save current pose before applying skeletal control to compute the exact gizmo location in AnimGraphNode
ForwardedPose.CopyPose(Output.Pose);
#endif // #if WITH_EDITORONLY_DATA
#if DO_CHECK
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
// this is to ensure Source data does not contain NaN
ensure(Output.ContainsNaN() == false);
#endif
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
// Apply the skeletal control if it's valid
if (FAnimWeight::IsRelevant(ActualAlpha) && IsValidToEvaluate(Output.AnimInstanceProxy->GetSkeleton(), Output.AnimInstanceProxy->GetRequiredBones()))
{
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
EvaluateComponentSpaceInternal(Output);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
BoneTransforms.Reset(BoneTransforms.Num());
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
EvaluateSkeletalControl_AnyThread(Output, BoneTransforms);
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
if (BoneTransforms.Num() > 0)
{
const float BlendWeight = FMath::Clamp<float>(ActualAlpha, 0.f, 1.f);
Output.Pose.LocalBlendCSBoneTransforms(BoneTransforms, BlendWeight);
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3759273) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3722141 by Aaron.McLeran #jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager. - Will allow for sequencer recorder to record multiple audio streams, one for each actor Change 3726096 by Ori.Cohen Fixed welded bodies with negative scale not using the mirrored convex hull #jira UE-51647 Change 3726233 by Ori.Cohen Make sure RT doesn't try to create a physics mesh when debug drawing #jira UE-51721 Change 3726254 by Aaron.McLeran Fixing typo in GetCustomSpatializationSettingsClass interface Change 3728295 by Ori.Cohen Fix incorrect lock upgrading Change 3728516 by Benn.Gallagher Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints. #jira UE-51414 Change 3728522 by Benn.Gallagher Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes. #jira UE-50087 Change 3728853 by Benn.Gallagher [NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat. Change 3729031 by Ethan.Geller #jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation. Change 3729910 by Benn.Gallagher Fix for crashes editing destructible meshes caused by stale render data Change 3729921 by James.Golding - Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead - Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets - Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well - Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors - Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors - Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh - Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport #jira UEAP-167 Change 3730054 by Martin.Wilson Live Link: Add ability for sources to define their own settings Change 3730134 by Jurre.deBaare Editor crashes when opening animcompression setting on an alembic file #jira UE-51840 #fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import #misc cleaned up comment Change 3730428 by Thomas.Sarkanen Fix copy/paste in the physics asset editor When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations. Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling. Also allow multi-paste of constraints/bodies. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730464 by Thomas.Sarkanen Fixed copy/paste not working when the skeleton tree has focus The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected. #jira UE-51803 - Copy/paste doesn't work correctly in PhAT Change 3730511 by Jurre.deBaare Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313] #jira UE-48988 Change 3730685 by Benn.Gallagher Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered. #jira UE-51508 Change 3731560 by Aaron.McLeran Removing gaurd on spatialization plugin settings and renaming enumerations Change 3731714 by Ori.Cohen Added the ability to profile scene query hitches. Change 3731725 by Ori.Cohen Change scene query hitch threshold to 50us by default Change 3731770 by Ethan.Geller Fix signed/unsigned comparison. Change 3731777 by Ethan.Geller Suppress static analysis warning. Change 3732145 by Thomas.Sarkanen [Duplicated from 4.18.1] Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB Also fixed a selection issue that was exposed when this crash was fixed, #jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate Change 3732176 by Thomas.Sarkanen Fixed hang when selecting all bodies or constraints in a physics asset Implements a better fix for CL 3721129 #jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset Change 3732177 by Thomas.Sarkanen Fix crash when pasting properties in Physics Asset Editor Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range. #jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies Change 3732492 by Martin.Wilson Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging #Jira UE-51794 Change 3732672 by Thomas.Sarkanen Refactor view menus in animation editors Moves show menu and buffer visualizations into a new CommonMenuExtensions module. Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name. All character-specific stuff is now in a "Character" menu. Original changes by Jonathan.Poncelet #jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports Change 3732860 by Thomas.Sarkanen Fix CIS errors/warnings Change 3732877 by Thomas.Sarkanen Fix missing Physics menu Merge error on my part Change 3733113 by Ori.Cohen Fix CIS Change 3734859 by Thomas.Sarkanen Fix crash when opening a physics asset that uses a preview mesh with no skeleton #jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81] Change 3736693 by Ethan.Geller Added ability for submixes to define their own channel format. Written by aaron.mcleran Change 3737943 by James.Golding Fix crash when right-clicking during section selection in skel mesh tools #jira UE-51873 Change 3738337 by Benn.Gallagher Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices. #jira UE-51921 Change 3738404 by Lina.Halper Add comment for bImportBoneTrack option in FBX importer Change 3738816 by Benn.Gallagher Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren) Change 3738960 by Ethan.Geller Fix Linux compiler errors for implicit enum casting Change 3739214 by Lina.Halper - Removed unnecessary Initialize - Make sure invalidate the other part if not used (socket->bone or bone->socket) #jira: UE-51931 Change 3739215 by Lina.Halper compile error - added one more ) when pasted to the other line Change 3739442 by Lina.Halper pose asset crash when skeleton changes #jira: UE-52036 Change 3739795 by Ethan.Geller fix linux build with implicit enum class casts, pt 2 Change 3740553 by James.Golding Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint #jira UE-47566 Change 3740560 by James.Golding - Don't rebuild render data on SkeletalMesh interactive property changes - Remove unnecessary render resource release in SkeletalMesh PreEditChange #jira UE-51652 Change 3740562 by James.Golding Extensibility improvements to PhysicsAssets (from NVIDIA) Change 3740563 by James.Golding PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster) #jira UE-50546 Change 3740564 by James.Golding PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc) #jira UE-51761 Change 3740587 by Benn.Gallagher CIS fixes for non-cloth platforms and initialization order fix Change 3740658 by Thomas.Sarkanen Update cloth appropriately in the physics asset editor When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation. Reset simulation when making more 'major' potential changes (adding/removing collision etc.) Optionally reset cloth when simulation starts/stops in the physics asset editor #jira UE-50949 - Phat Editor with cloth collisions #jira UE-48779 - Ability to reset clothing during physics simulation #jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth Change 3743354 by Benn.Gallagher CIS Fix Change 3743419 by Thomas.Sarkanen Preview buttons are now present where applicable Preview mesh button reordered to be consistent with other anim editors. Preview animation re-instated where applicable. Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout #jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons Change 3743529 by Thomas.Sarkanen Moved constraint and physical anim profile indicators to the top of the details panel Indicators now show assignment status. #jira UE-50895 - Constraint Profiles requests Change 3743604 by Jurre.deBaare Duplicating from 4.18.1: [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951] #fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well #jira UE-51917 Change 3743757 by Lina.Halper Adding more ensure to detect NaN Change 3743791 by Ori.Cohen Fix CIS and stack size issues Change 3744008 by Benn.Gallagher Gravity override support for clothing interactor. #jira UE-51014 Change 3744439 by Michael.Karambelas Updating and investigating CableActor automation tests Change 3744566 by Martin.Wilson Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded. #jira UE-49335 Change 3745963 by Martin.Wilson Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time #Jira UE-52044 Change 3748585 by Aaron.McLeran Fixing crash when loading editor with synth components. Change 3749071 by Aaron.McLeran Fixing ambisonics submix format Change 3749969 by Danny.Bouimad Updating TM-AnimPhys to be more performant on Switch Change 3750103 by Danny.Bouimad Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052) Change 3754465 by Ethan.Geller Fixing panning in audio mixer after submix format feature Change 3755637 by Lina.Halper Back out changelist 3739214 - still add back invalidation #jira: UE-52159 Change 3756385 by Lina.Halper - Adding ground truth for the cable component test map - Disabled first test as it has BP none access warning #jira: UE-52370 Change 3756707 by Ethan.Geller fix potential mem leak in mixer source Change 3757148 by Aaron.McLeran Fixing surround sound bugs due to recent changes to submix format. Change 3757583 by Aaron.McLeran Fix cook with synth component Change 3758477 by Danny.Bouimad Fixing Disabled cable actor test, checking in screenshots for a disabled test. Change 3758873 by Ethan.Geller #jira UE-52389 Remove assert on getting a hash for a unique net id. [CL 3759284 by Marc Audy in Main branch]
2017-11-15 16:13:28 -05:00
// we check NaN when you get out of this function in void FComponentSpacePoseLink::EvaluateComponentSpace(FComponentSpacePoseContext& Output)
}
}
void FAnimNode_SkeletalControlBase::AddDebugNodeData(FString& OutDebugData)
{
OutDebugData += FString::Printf(TEXT("Alpha: %.1f%%"), ActualAlpha*100.f);
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
void FAnimNode_SkeletalControlBase::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// Call legacy implementation for backwards compatibility
EvaluateBoneTransforms(Output.AnimInstanceProxy->GetSkelMeshComponent(), Output.Pose, OutBoneTransforms);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}