2018-12-14 13:41:00 -05:00
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "GraphEditorDragDropAction.h"
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#include "Widgets/SNullWidget.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/SWindow.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Text/STextBlock.h"
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#include "EditorStyleSet.h"
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#include "SGraphPanel.h"
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#include "Widgets/Layout/SScaleBox.h"
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574 https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
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#include "SPinTypeSelector.h"
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2014-03-14 14:13:41 -04:00
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Copying //UE4/Release-Staging-4.19 to //UE4/Dev-Main (Source: //UE4/Release-4.19 @ 3944462)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3944462 by Jack.Porter
Prevent TVOS packaging from PC from attempting to build an asset catalog
#jira UE-56114
Change 3943602 by Leslie.Nivison
Adding licenses for additional TPS
#jira none
Change 3943597 by Leslie.Nivison
Adding Enterprise licenses; licenses for additional TPS.
#jira none
Change 3941962 by Leslie.Nivison
Updating 4.19 credit list
#jira none
Change 3941865 by Mark.Satterthwaite
Fix the incorrect landscape rendering and the incorrect render-to-texture from blueprint bugs with MetalRHI.
- Track outstanding AsyncCopyBufferFromBufferToBuffer operations to identify attempts to modify overlapping ranges within the same prologue command-buffer. This doesn't work and requires that we break the current render-pass and issue on the current command-buffer. A log warning will be emitted when this occurs.
- Don't attempt to alias private memory buffers the moment they are released from the RHI resource because that can lead to incorrect sharing of the memory when used by AsyncCopyBufferFromBufferToBuffer.
#jira UE-56021
Change 3940993 by Marc.Audy
Do not return the last column if the specified column does not exist.
Allow display names to be used when looking for a property if the table is backed by a user defined struct.
Do not crash if a property with the given name is not found.
#jira UE-56017
Change 3939179 by Ben.Marsh
Revert change to not poison memory in development configuration. Making a tradeoff that editor stability and consistency is more important than performance.
#jira
Change 3938566 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Missed a case.
Change 3938533 by Dan.Oconnor
Fix uninitialized variable exposed by recent MallocTBB change
#jira UE-56013
Change 3938508 by Aaron.McLeran
Fixing CIS error, init order issues.
#jira UE-55940
Change 3938490 by Aaron.McLeran
#jira UE-55940 Fix for wavetable synth
Change 3938352 by josh.jensen
Show an error message for Windows iOS builds when packaging/launching and icons are present but no remote Mac is specified
#jira UE-55987
Change 3938345 by Peter.Sauerbrei
fix to Icons not being built on Mac
#jira UE-53492
Change 3938305 by Mark.Satterthwaite
For whatever reason moving the buffer initialisation into the prologue command buffer doesn't work - this make absolutely no sense to me. I suspect that this is *merely* moving a render pass boundary around somewhere and forcing raster-state to be reapplied.
#jira UE-56005
Change 3937968 by Ben.Marsh
Disable the boot DDC if we're not in the editor. Fixes access violations when multiple SCW instances attempt to read/write to the same file.
#jira UE-56003
Change 3937573 by Mitchell.Wilson
Saving asset to resolve empty asset warning.
#jira UE-56004
Change 3937561 by Max.Preussner
ImgMedia: Added support for single-threaded platforms
Copied from Dev-Sequencer CL# 3937516
#jira UE-55986
Change 3937305 by Mike.Beach
Resaving google VR model content with UGS build to fix the empty file version error.
#jira UE-55984
Change 3935595 by Arne.Schober
Fix missing UV precission on BSP surfaces
#jira UE-54014
Change 3935411 by josh.jensen
Fixed Windows iOS remote Mac build issue where the user icons were considered remote Mac compilation targets coming solely from the Engine directory
#jira UE-55899
Change 3934982 by Marc.Audy
Fix shadow variable issue
#jira UE-55957
Change 3934892 by Mark.Satterthwaite
In MetalRHI treat BUF_Volatile buffers as Shared or Managed memory in all circumstances so that multiple updates within a render pass are respected even though this will hurt CPU performance. This fixes GPU particles on macOS. Also push initialisation upload into the async. command buffer to avoid it overwriting a later Lock/Unlock! Only read-back and copy-buffer operations should be on the 'current' command buffer as they need to be inline with all outstanding commands.
#jira UE-55956
Change 3934421 by Arciel.Rekman
Fix lockup/OOM when setting audio sources to 2 (UE-53968).
#jira UE-53968
Change 3934156 by Peter.Sauerbrei
fix for backgrounding problems on iOS and tvOS
this will re-open UE-50979 as the fix for that was not correct and would have caused crashes when backgrounding during startup
#jira UE4-55609
Change 3933547 by Aaron.McLeran
#jira UE-55940 Fix for wavetable sample duration and seek
Change 3933544 by Aaron.McLeran
#jira UE-55939 Hiding channel format
Submix channel format is an experimental feature and shouldn't be exposed to the submix editor for 4.19.
Change 3933540 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3933280 by Ethan.Geller
[Release-4.19] #jira UE-55810 Ensure AudioComponent is created before we start using it. #rb Aaron.McLeran
Change 3933079 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3932319 by Ben.Zeigler
#jira UE-55885 Fix corruption of packages when starting and then cancelling an async load of a package that already exists, or attempting to async load a script package
It now keeps track of which packages were created by the async load system and will only throw those away on cancel
Copy of CL #3932312
Change 3932287 by Matt.Kuhlenschmidt
Updated substance texture
#jira UE-55081
Change 3931729 by josh.jensen
Ensure the tvOS and iOS Assets.car is always produced as part of a regular remote/local build
#jira UE-55899
Change 3929723 by josh.jensen
Removed packaging requirement on Windows of a remote Mac after setting an app icon to default
#jira UE-53495
Change 3929722 by josh.jensen
Fixed iOS asset catalog generation issues when swapping out/resetting to default app icons for both code- and BP-projects
#jira UE-53492, UE-51879
#robomerge
Change 3929350 by Mike.Erwin
"Save As" support for
#jira UE-55732
Change 3927829 by Steve.Robb
Out-of-memory handler for MallocStomp.
#jira UE-55550
Change 3926404 by Mike.Erwin
#jira UE-55732
Change 3926394 by Dan.Oconnor
Recompile bytecode dependencies when compiling an individual blueprint interface, this prevents crashes due to stale bytecode
#jira UE-55813
Change 3926098 by Guillaume.Abadie
Do not allow dynamic resolution to be enabled on unsupported platforms avoiding game breaker experience by security.
#jira UE-55697
Change 3925927 by Guillaume.Abadie
Enables TAA's AA_BORDER on all permutation for dynamic resolution.
#jira UE-55353
Change 3925882 by Matt.Kuhlenschmidt
Fix substance uri having one extra /
Fix substance menu option showing up for github (incompatible with plugin)
#jira UE-55766
Change 3925873 by Ben.Zeigler
#jira UE-55783 Fix issue introduced in 4.18 where user structs did not handle converting AssetPtrs to SoftObjectPtrs properly
Copy of CL #3925871
Change 3925163 by Guillaume.Abadie
Fixes DFAO's temporal AA passes that was handling FViewInfo::ViewRect.Min wrongly.
#jira UE-55788
Change 3924839 by Guillaume.Abadie
Fixes a crash of LDR android preview with OS DPI scale != 0.
#jira UE-43622
Change 3924542 by Cosmin.Sulea
Merged fixes:
UE-55299 - XGE Shader Compile Interferes with Remote Shader Compiling Causing Materials to Fail to Compile #7
UE-51086 - No clear editor activity during remote shader compiling
#jira UE-55299
Change 3922398 by Mark.Satterthwaite
Compile fix for 3922273.
#jira UE-53993
Change 3922273 by Mark.Satterthwaite
Fix validation error caused by the game updating its orientation before the drawable system catches up. We need to drop drawables that are incorrectly sized until we get one with the correct size.
#jira UE-53993
Change 3921127 by Ethan.Geller
[Release-4.19] #jira UE-55744: Add OnTick virtual to IAudioPluginListener, fix thread safety issue in Resonance Audio. #rb aaron.mcleran
Change 3920632 by Lina.Halper
Fix render thread crash when morphtarget is deleted or added
#jira: UE-55521
Change 3920557 by Lauren.Ridge
Fixing material editor resetting background to off
#jira UE-55267
Change 3920519 by Phillip.Kavan
Fix a regression in which elements would not be initialized when constructing the value assignment for UDS-typed container members in nativized Blueprint C++ code.
Change summary:
- Modified FEmitDefaultValueHelper::InnerGenerate() to remove UDS from the list of special cases that avoid calling InitializeStruct() as part of new element construction. Previously the conversion code assumed the compiler would perform value initialization of a nameless temporary, but that is no longer valid in 4.19, as UDS types have been changed to function more like native structs, and as such all converted UDS types will now emit an explicit default ctor which is now used to assign defaults that differ from the zero-initialized value.
#jira UE-55628
Change 3920476 by Michael.Trepka
Clean up Mac menu item cache at exit before SlateApplication is fully destroyed.
#jira UE-55599
Change 3920336 by Ben.Marsh
Ignore license warnings from PVS-Studio.
#jira UE-55729
Change 3920134 by Jurre.deBaare
Moving over:
"HLOD: Building HLOD for P map with sublevels requires HLODSetupAsset when it should not
#fix Ensure that we dynamically add HLOD level treeview items whenever they are required, rather than adding a static number of levels according to the worldsettings"
#jira UE-55619
Change 3920126 by Max.Preussner
MediaCompositing: Implemented media track for Sequencer
Copied from Dev-Sequencer
#jira UE-53974
Change 3920004 by Jack.Porter
Disable Manual Vertex Fetch SRV creation when MVF is disabled.
Made a single RHISupportsManualVertexFetch(EShaderPlatform) to control whether to use MVF. The Shader Platform (or alternatively, feature level) is the only thing that can decide whether or not to use MVF because we need to know when we compile the shaders if we're going to do MVF or not. Checking GSupportsResourceView at runtime is useless because the shaders can't change and so if GSupportsResourceView can ever be false for a platform, the shaders need to have been built without it.
Creating SRVs without using them on mobile is not harmless because several devices don't support formats that are needed.
#jira UE-54764
#jira UE-55622
Change 3919069 by Aaron.McLeran
#jira UE-55718 Fix for playback progress.
Change 3918942 by Graeme.Thornton
Added "ProjectBuildMutatorFeature" modular feature, allowing plugins to register said feature and dictate whether the current project requires a code build. CryptoKeys plugin uses this feature to force a code build when encryption or signing is enabled.
#jira UE-55686
Change 3918721 by Zak.Parrish
Lighter version map for Gremlin + new Engine.ini - result is 60Hz #jira none
Change 3918236 by Joe.Graf
Added a bFlipTrackedRotation to give a better result when mirroring the rotation of a tracked face
#jira: UE-55531
Change 3917970 by Martin.Wilson
Expose curve data in remap assets to blueprints
#jira UE-55585
Change 3917740 by Olaf.Piesche
Properly checking for presence of buffer SRV capability via GSupportsResourceView so ES3.1 and Metal devices don't crash using GPU particles (and possibly in other circumstances);
#jira UE-55591
Change 3917713 by Cody.Albert
Build fixes for Match3 on iOS
#jira UE-53742
Change 3917472 by zak.parrish
added mouthPressLeft and MouthPressRight back into debug screen #jira none
Change 3917244 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsections and material containing grass spawning node
Change 3916775 by Ben.Marsh
Add missing files for packaging IOS on Windows.
#jira UE-53873
Change 3916293 by Joe.Graf
Removed the redundant GetTransform() from UARFaceGeometry since GetLocalToWorldTransform() is exposed on a base class
#jira: UE-55531
Change 3916011 by Joe.Graf
Added an accessor to get the transform of the face mesh or a face mesh component
#jira: UE-55531
Change 3915967 by Mark.Satterthwaite
Place buffer updates into the prologue command-buffer in MetalRHI to avoid breaking the current command-encoder. This improves performance, though the semantics of Metal now differ subtly to other RHI implementations as the buffer updates happen prior to the SetRenderTargets call in the GPU's view of the world.
#jira UE-54858
Change 3915751 by Nick.Atamas
Merging CL 3913931 from //UE/Partner-Google-VR/... to //UE4/Release-4.19/...
#jira UE-55639
Change 3915421 by Martin.Wilson
Fix crash from live link message bus heartbeat manager
#jira UE-55644
Change 3915326 by Dan.Oconnor
Make compilation manager's skeleton class layout better match the old compilation path's skeleton class layout, fixes a crash when renaming blueprint functions
#jira UE-55592
Change 3915250 by JeanLuc.Corenthin
Can't add C++ code to Enterprise projects (when enterprise is installed)
Root cause: When compiling a C++ project, Datasmith modules are included in the build process (with the wrong path)
Fix:
- Added two more Enterprise directories, Plugins and Intermediate, to the Enterprise directories to check against
- Build the correct path for the Datasmith modules and plugins in FindOrCreateModuleByName. Added check to see if module is under one of the Enterprise directories.
- Added modules to list of precompiled modeules in UEBuildTargets.AddPrecompiledModules if Engine and Enterprise are 'installed and the module is under Enterprise.
#jira UEENT-1032
Change 3915240 by Ben.Marsh
Reduce editor startup times by ~15s on Windows.
Platform loading code recursively scans every module for dependent DLL modules to load first. Change to make it early-out as soon as it encounters a module which is already in memory (via a call to GetModuleHandle() from ResolveMissingLibraryImportsRecursive). Also use a TSet<> to store set of visited modules rather than an Array.
Now spends <0.1s total in this function on editor startup.
(Change looks larger than it is due to moving functions out of WindowsPlatformProcess.h to avoid introducing TSet dependency into this header).
#jira UE-55642
Change 3914803 by Gil.Gribb
UE4 - Removed memory track from the lock free list links. This is not safe and will sometimes assert in debug.
#jira UE-49600
Change 3914616 by zak.parrish
Adding Calibrate button #jira none
Change 3914599 by Andrew.Rodham
Sequencer: Sequence template source signatures are now also compared to catch the case where a sub-sequence asset has been saved but not modified
- The following sequence of events exposes this issue:
- Create a master sequence with a single shot that spawns a cube
- Add this sequence to a level and set it to auto-play
- Save everything and restart
- Resave just the inner shot asset without opening it
- PIE
- The inner shot never spawns its cube because its template was wiped on save, but its signature never changed. Since the master sequence previously didn't check the template source signature, it ends up trying to evaluate an empty template.
#jira UE-55626
Change 3914479 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3914347 by Martin.Wilson
Stop anim preview instance from ever running in parallel
#Jira UE-55577
Change 3914179 by Benn.Gallagher
Fixed clothing sections not displaying in LOD section list in skeletal mesh editor, due to no longer duplicating clothing sections in the model data.
#jira UE-55528
Change 3914122 by Steven.Barnett
Fix perf regression in BSP queries by changing suppression of PhysX mesh cleaning failure message.
#jira UE-54081
Change 3913950 by zak.parrish
Clamping my normalization math #jira none
Change 3913926 by Zak.Parrish
First pass at Gremlin Calibrate button. Also added shirt/backpack to boy so he's not a floating head. #jira none
Change 3913668 by Matt.Kuhlenschmidt
Adding missing substance styling info
#jira UE-55081
Change 3913667 by Nick.Atamas
Merging CL 3912976 from //UE4/Partner-Google-VR/... //UE4/Release-4.19/...
Upgrading to support ARCore 1.0 runtime.
#jira UE-55602
Change 3913645 by Aaron.McLeran
#jira UE-55618 fix for mono audio devices
Change 3913509 by Cody.Albert
Removing PhsX build exclusion from Match3
#jira UE-53742
Change 3913380 by Dan.Oconnor
Preload Sequence Bindings node at proper time
#jira UE-55412
Change 3913300 by Mitchell.Wilson
Updating iOS default startup movie to H.264, 1280x720, 30 fps.
#jira UE-55382
Change 3913291 by Cody.Albert
More iOS build fixes for Match3
#jira UE-53742
Change 3913169 by Cody.Albert
Fixed iOS build issues for UnrealMatch3
#jira UE-53742
Change 3913131 by Krzysztof.Narkowicz
Fixed remaining quad overdraw viewmode contents on screen after switching to certain other viewmodes (e.g. light overlap or complexity)
#jira UE-54580
Change 3912851 by Lina.Halper
Fixed issue with pose asset blending additively multiple poses suming up to 1 weight.
#jira: UE-55603
Change 3912629 by Guillaume.Abadie
Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3912170 by Martin.Wilson
Add logging for UE-55511 (NaN crash)
#jira UE-55511
Change 3912161 by Phillip.Kavan
Fix editor-only default subobjects inherited from a native C++ parent class not being handled correctly during nativized Blueprint class ctor generation.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to skip editor-only checks for instanced default subobjects. These will have already been created by a native parent class.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert before creating a "dummy" component in place of an editor-only instance if we're not supposed to be creating it.
#jira UE-55474
Change 3912100 by Luke.Thatcher
[RELEASE] [^] Merging (as edit) fix for building pak patches (CL 3911754) from //UE4/Dev-Core to //UE4/Release-4.19
#jira UE-55340
Change 3912072 by Mike.Beach
Art cleanup pass on AR template icon.
#jira UE-55587
Change 3912057 by Michael.Trepka
Additional widget path validity check in FSlateUser::NotifyWindowDestroyed()
#jira UE-55580
Change 3911592 by Jurre.deBaare
Crash on merge actor when Use specific LOD Level
#fix make sure we use the correct array to determine the number of components being merged
#jira UE-55508
Change 3911466 by Cosmin.Sulea
Mega change list for the following related issues:
UEMOB-417 - Support Xcode automagical code signing
UE-49829 - Remote build fails to use / sign distribution provisions coming from PC
UE-39501 - Packaging for tvOS in Distribution fails to find valid provision
UE-55334 - XCode managed provisions don╞t operate gracefully with manual provisions
UE-55330 - Automatic signing doesn't work with tvOS
UE-10969 - Remote build fails if there is no development provision provided
#jira UEMOB-417
Change 3911454 by Luke.Thatcher
[RELEASE] [!] Fix rendering thread memory leak in FLandscapeComponentSceneProxy::InitViewCustomData
- FViewCustomDataLOD is allocated on a memstack, but contains a TArray, so is not trivially destructible.
- The SubSections array is leaked when the memstack is popped.
- Fix replaces the TArray with a TStaticArray of max size MAX_SUBSECTION_COUNT (which is 4).
(Merging as edit CL 3911422 from //Fortnite/Release-3.1/... to //UE4/Release-4.19/...)
#jira UE-54835
Change 3911370 by Dragan.Jerosimovic
changed browOuterLeft -> browOuterUpLeft, browOuterRight->browOuterUpRight
updated KiteBoyHead_JointsAndBlends.fbx
#jira none
Change 3910545 by Dan.Oconnor
PR #4512: Fix FNetNameMapping::GetUniqueName regression (Contributed by dfb)
#jira UE-55513
Change 3910449 by Michael.Trepka
Fix for crash on exit on Mac when closing the root editor window with Cmd+W
#jira UE-54973
Change 3909601 by Patrick.Boutot
Expose to Blueprint GetProjectDirectory functions.
#jira UE-55548, UEENT-999
Change 3909543 by Patrick.Boutot
Rename ECollisionResponse to CollisionResponseType in script to prevent collision with FCollisionResponse.
Python's help function now output the Python type instead of the cpp type.
Do not export hidden enum entry from Python.
#jira UE-55545, UEENT-961
Change 3909289 by Zak.Parrish
Adding shirt/chest to faceAR sample #jira none
Change 3908808 by Dragan.Jerosimovic
added combination shapes network
#jira none
Change 3908788 by Mitchell.Wilson
Updaing Match3Camera to resolve clipping issue on iPhone X
#jira UE-54723
Change 3908374 by Jack.Porter
Fix viewport offset problem for preview PIE window
#jira UE-52583
Change 3907108 by Shane.Caudle
#JIRA
Added DefaultDeviceProfiles.ini to set the [IOS DeviceProfile]
+CVars=r.ShadowQuality=4
Change 3907105 by Lauren.Ridge
Fix for thumbnails not resetting when layers/blends reset and for them being incorrectly scaled when null
#jira UETOOL-1303
Change 3907011 by Chris.Phillips
UE-52667 Unable to package an Android DLC Using "Android APK" and "Android DLC" profiles in Project Launcher.
#jira UE-52667
Change 3906792 by Lauren.Ridge
When constructing the material editor viewport, use the direct method to set the environment visibility.
#jira UE-55267
Change 3906734 by Chris.Babcock
Fix issue with vertex fetch disable
#jira UE-55475
Change 3906721 by Rolando.Caloca
UE4.19 - Check if the results file from SCW is corrupt
#jira UE-53124
Change 3906648 by Chris.Phillips
UE-53184 Assertion when running mobile PIE in iPhone 5S mode.
Updated the iPhone5s.json Metal settings.
#jira UE-53184
Change 3906474 by David.Hibbitts
Added default constructor for FLiveLinkWorldTime.
#jira UEENT-879 #rb none
Change 3906467 by Lauren.Ridge
Swapping sibling materials now correctly swaps the overridden parameters out
#jira nojira demobug
Change 3906156 by Michael.Trepka
Reverting CL 3728924 as it's causing problems with modal windows. A different, much more involved fix for UE-51711 will be needed.
#jira UE-52492
Change 3906144 by Michael.Dupuis
#jira UE-54547: Added guard to be sure that material is valid
Change 3905882 by Matt.Kuhlenschmidt
Enable substance buttons again
#jira UE-55081
Change 3905513 by Sorin.Gradinaru
UE-55394 iOS crash exiting app during startup movie: SPRINGBOARD, process-exit watchdog transgression
#jira UE-55394
#jira UE-52328
#iOS
#4.19
This is a particular case of UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
Found several issues on iOS if the game is forced closed when the startup movie is playing and "Wait for movies to complete" is enabled in Project Settings
- the game thread is waiting for the movie to complete on game shutdown - more that 5 sec
- crash on FDefaultGameMoviePlayer::Shutdown if the above is fixed
- HTTP module no longer has time to wait for the requests to complete.
Change 3905506 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
#jira 0
Change 3905498 by Lina.Halper
Fix multiple pose asset issue - fallout from CL 3903509
- as for fullbody, went back to old mathod because in the fullbody, we want shortest path most of times and you don't blend more than 1 weight, so this is likely fine
- as for additive, change to use blend from identity.
#jira: UE-55439, UE-55448, UE-55250
Change 3905325 by Sorin.Gradinaru
UE-54764 UnrealMatch3 spams Kindle device log with "Unsupported EPixelFormat"
#jira UE-54764
#4.19
Also reproduced on Samsung Galaxy S5 Neo (SM-G903F, GPU Mali-T720).
Check GMaxRHIFeatureLevel > ERHIFeatureLevel::ES3_1 (not mobile) before creating RSV params used with SupportsManualVertexFetch: (Positions, Tangents, TextureCoordinates, Color buffers)
Change 3905307 by Jack.Porter
Removed iPhone5 PIE json file as it's not a supported device
#jira UE-53184
Change 3905132 by Shane.Caudle
#JIRA
Pushed it a little more out of the yellow.
Change 3905117 by Shane.Caudle
#JIRA
Got SSS working and made some tweaks.
Change 3904936 by Max.Chen
Fix editor only
#jira UE-55459
Change 3904269 by Chris.Babcock
Disable manual vertex fetch on mobile
#jira UE-55389
#ue4
#android
#ios
Change 3904186 by Lina.Halper
Pose asset crash when skeleton not existing during serialization
#jira: UE-55422
Change 3904063 by Max.Chen
Sequencer: Fix copy/paste crash. Only process UMovieSceneCopyableBinding and objects that can be spawned by the movie scene spawn register.
Copy from Dev-Sequencer
#jira UE-55314
Change 3904060 by Lauren.Ridge
Fix for saving a child out of a layer stack capturing the wrong parameters
#jira UETOOL-1280
Change 3904050 by Luke.Thatcher
[CONSOLE] [^] Added RHI Command List Enqueue Lambda method (merging as edit CL 3879722 from //Fortnite/Main to //UE4/Release-4.19)
- Can be used to enqueue arbitrary tasks on the RHI thread from the render thread (similar to how EURC works for GT -> RT tasks), without having to write lots of bolierplate FRHICommand functor classes.
- The first overload of EnqueueLambda method will check Bypass() to determine if it should run the lambda immediately or defer to the RHI thread.
- This can be overriden via the 2nd overload if you need to check additional things such as IsRunningRHIInSeparateThread.
- The function returns true if the lambda was enqueued and deferred to the RHI thread, otherwise false. This can be used to optionally add RHIThreadFences for unlock commands etc.
#jira UE-55437
Change 3904004 by Lauren.Ridge
Fix for material layer output nodes being able to be placed in other graphs
#jira UE-54867
Change 3903931 by Aaron.McLeran
#jira UE-55435 Crash in google resonance when toggling visualization
fix for issue described here -- https://github.com/resonance-audio/resonance-audio-unreal-sdk/issues/1
Change 3903722 by David.Hill
The ProxyLOD plugin is experimental: don't load it by default.
#jira: ue-55402
Change 3903583 by Ben.Marsh
Include .version and .modules files in manifest. Should fix missing version information in precompiled binaries.
#jira
Change 3903529 by Richard.Hinckley
#jira UEDOC-7180
4.19 API Documentation manual update.
Change 3903509 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: Fix issue with pose blending with shortest path - causing additive to blend linearly between pose if the rotation is same direction.
#jira: UE-55250
Change 3903501 by Michael.Dupuis
#jira UE-55122: Fixed bad neighbors updating for mobile
Change 3903387 by Will.Fissler
; r.XGEShaderCompile is now enabled by default in source. Uncomment to disable XGE shader compilation.
;r.XGEShaderCompile = 0
#jira UE-55286
Change 3903251 by Sungjin.Hong
#JIRA UE-55349
#loc added KO locallization for VR, Handheld AR templates
Change 3903219 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54738
removed redundant iOS warning when IOnlineIdentity::Login is called by FOnlineExternalUIIOS::ShowLoginUI
#jira UE-54738
#iOS
Change 3903130 by Cody.Albert
Updated build configuration to resolve iOS build error on UnrealMatch3
#jira UE-53742
Change 3903056 by Shane.Caudle
#JIRA
Latest tweaks to lighitng and rendering for boy.
Change 3903032 by Cody.Albert
Added missing include that was preventing iOS builds from succeeding on TopDown template
#jira UE-54341
Change 3902669 by Lauren.Ridge
Fix for thumbnail crash after saving material instances that contain layers
#jira crash
Change 3902581 by Mitchell.Wilson
Updating Samples and Template Min iOS Version to iOS 9.
#jira UE-55148
Change 3902448 by Lauren.Ridge
Fix for crash due to unparented material instance
#jira crash
Change 3902206 by Chris.Phillips
UE-52612 External textures only work in pixel shaders.
Sampling external textures are now only limited to pixel shaders when the shader model is < SM4.
#jira UE-52612
Change 3902120 by Peter.Sauerbrei
bvringing over the fix for backgrounding crash on iPhone X from Fortnite
#jira UE-54883
Change 3902097 by Lina.Halper
Merging using //UE4/Dev-AnimPhys/->//UE4/Release-4.19/
#DUPE MERGE: CL 3901939
#jira: UE-55401
Change 3902082 by Mike.Beach
Fixing an issue with the fix from CL 3889470 - fully matching the old UEnum name check (checking both the value name and the typed name, for example: "Left" and "EControllerHand::Left").
#jira UE-55153
Change 3901963 by Peter.Sauerbrei
bring over the fix from Fortnite for Remote Shader Compilation not respecting settings in the passed in shader
#jira UE-52797
Change 3901959 by Ethan.Geller
[Release-4.19] #jira UE-55225: Stop RtAudio stream on StopRecording in sequence recorder. #rb Aaron.McLaren
Change 3901482 by Lauren.Ridge
Fix for crash on opening materials due to array out of bounds
#jira crash
Change 3901181 by Michael.Dupuis
#jira UE-55313: To enable tessellation we MUST have 2 materials in the list
Change 3900935 by Nick.Bullard
Updating Default_Startup.mp4 with more recent UE branding.
This still requires another update for final version with audio
#jira UE-55382
Change 3900660 by Aaron.McLeran
#jira UE-55381 crash in sound submix
Bringing fix from FN to 4.19 (CL 3890630)
Change 3900643 by Aaron.McLeran
#jira UE-55380 fixing synth envelopes
Change 3900617 by Aaron.McLeran
#jira UE-55151 Fixing crash w/ mic component
Change 3900544 by tim.gautier
QAGame: Submitting asset for AsNumber fix submitted with UE-10310
#jira UE-29618
Change 3900430 by Ryan.Brucks
KismetRenderingLibrary: Applied a fix from FN to make it possible to create textures from BP created RTs. Without the fix the assets would be created but invisible to the user due to missing RF_Public and RF_Standalone.
#JIRA none
Change 3900399 by Lauren.Ridge
Fixing global parameters not working
#jira UE-55242
Change 3900297 by Ben.Marsh
Speculative fix for hot reload causing version files to be updated with a locally made installed build.
#jira UE-55072
Change 3900116 by Chris.Bunner
Removing outdated tests and test assets.
#jira UETOOL-1298
Change 3900042 by Chris.Bunner
Deleted SharedInputCollection and associated material graph nodes.
#jira UETOOL-1298
Change 3899887 by Lauren.Ridge
Fix for background checkbox stomping profile info for material editor. Note that you may have to delete Saved/Config/Windows/Editor.ini to get this to work.
#jira UE-55267
Change 3899824 by Chris.Phillips
UE-52813 Editor's mobile preview doesn't serialize the landscape's cooked heightmap data.
Now only regenerating landscape pixel data when needed when using Mobile Preview Rendering Levels.
#jira UE-52813
Change 3899775 by Lauren.Ridge
Fix for crash on opening material layer material
#jira crash
Change 3899673 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
#jira none
Change 3899487 by Chris.Bunner
Duplicate [CL 3852020, 3896571] - Disabling non-performant code only required by experimental material layers feature. Users can opt-in per-project through experimental renderer settings, replacing the previous editor experimental flag.
#jira UETOOL-1298
Change 3899156 by Phillip.Kavan
Include address of object reference in persistent frame debug info.
#jira UE-51952
Change 3899146 by Rolando.Caloca
UE4.19 - hlslcc - Workaround for intrinsics with two output arguments
#jira UE-52477
Change 3899060 by Bart.Hawthorne
Add a null check for the game mode pointer in UWorld::SpawnPlayActor
#jira UE-54461
Change 3899015 by Krzysztof.Narkowicz
Fixed initialization of instancing random vertex stream.
#jira UE-53605
Change 3899008 by Michael.Dupuis
Fix issue with landscape mobile vertex factory accessing unbound LodTessellationParams when r.ShaderDevelopmentMode=1
#jira 0
Change 3898994 by Phillip.Kavan
More verbose debug logging if an invalid object reference is detected in the BP ubergraph frame during garbage collection.
#jira UE-51952
Change 3898962 by Guillaume.Abadie
Fixes wrong parameters about whether GPU timing may have CPU generated bubbles to the dynamic resolution heuristic.
#jira UE-55352
Change 3898826 by Sorin.Gradinaru
UE-54784 StrategyGame crashes entering game on KindleFire 7 - Assertion failed: ViewSize.GetMin
#4.19
#Android
#jira UE-54784
Wrong code to make an integer even + operator precedence
Change 3898822 by Sorin.Gradinaru
UE-52328 iOS reporting crash on application exit: SPRINGBOARD, process-exit watchdog transgression
FORT-70783 FHttpManager::Flush is immediately canceling all HTTP requests
#jira UE-52328
#jira FORT-70783
#iOS
#PC
#4.19
UE-52328 reopened because of FORT-70783
iOS only: Delay Request->CancelRequest() on Http module shutdown - wait for 2 sec on FHttpManager::Flush to allow pending requests to be sent to the server.
Change 3898705 by Max.Chen
Sequencer: Skip if the binding id's sequence can't be found.
#jira UE-55337
Change 3898108 by Michael.Dupuis
#jira UE-54547: Remove the FORCEINLINE so we get a proper callstack of what's happening
Change 3898076 by Max.Chen
Sequencer: Override the animation asset in the player state if it doesn't match the animation asset that's being evaluated.
#jira UE-55328
Change 3897897 by Matt.Kuhlenschmidt
Disable substance buttons for now
#jira UE-55081
Change 3897742 by Aaron.McLeran
Merging fix for UE-55223 to 4.19
#jira UE-55223
Change 3897538 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3897406 by Phillip.Kavan
Back out local debug logs.
#jira UE-51952
Change 3897400 by Phillip.Kavan
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
- Mirrored from //UE4/Dev-Core (3871863).
#jira UE-51952
Change 3897391 by Max.Chen
Sequencer: Don't update current time to be within the view range when stepping into a sequence.
#jira UE-55322
Change 3897274 by Krzysztof.Narkowicz
Fixed issues with loading shaders from DDC - hardcoded CustomAttributes initialization instead of filling them inside UObject costructors in order to properly initialize CustomAttributes before DDC key was created. Added an assert that CustomAttributes are initialized before the AttributeDDCString, so we won't run into this issue again in the future.
#jira UE-54683
Change 3897148 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-55147
#4.19
#iOS
#jira UE-55147
Change 3897138 by Max.Chen
Sequencer: Fix crash when an actor factory is not found.
Copy from Dev-Sequencer
#jira UE-55309
Change 3897045 by Jack.Porter
Fix for crash in ALandscapeProxy::UpdateGrass
#jira UE-54362
Change 3897036 by Jack.Porter
Fix InstancedStaticMesh crash with invalid lightmap coordinates
#jira UE-54423
Change 3896801 by Dmitriy.Dyomin
Fixed: Planar reflections does not handle origin rebasing
#jira UE-52351
Change 3896743 by Dmitriy.Dyomin
Discard CPU copy of vertex/index buffers in OpenGL RHI
#jira UE-52133
Change 3896619 by Guillaume.Abadie
Cherry-pick 3896598: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3895718 by Max.Chen
Sequencer: Null checks to prevent crash when saving the default state of a spawnable
#jira UE-55304
Change 3895426 by Rolando.Caloca
UE4.19 - Add an increased timeout for SCW to avoid OOM situations
#jira UE-55306
Change 3895245 by tim.gautier
QAGame: Submitting updated test assets. Broke ML_Base out into individual components
#jira UE-29618
Change 3895194 by Marc.Audy
Prevent crash due to a null entry in the linked to graph of the destination pin
#jira UE-54606
Change 3894913 by Arne.Schober
REL - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3894625 by Arne.Schober
REL - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894464 by Martin.Wilson
Extra debugging info for UE-54705 plus remove check so it is no longer fatal
#jira UE-54705
Change 3894450 by Martin.Wilson
Remove pinnable ness of retarget asset. Paves the way for exposing retarget asset properties on the node
#jira none
Change 3893948 by Jostin.Bilyeu
Adding default player start location to help with launch on testing within level TM-Materials_POM
#jira UE-55063
Change 3893495 by Robert.Manuszewski
Fixing a crash when running DDC commandlet
#jira UE-54646
Change 3893451 by Jurre.deBaare
Altered fix for actor merging with negative scaling to get correct normals
#jira UE-54996
#misc updated automated test to include this test-case
Change 3892913 by Ethan.Geller
[Release-4.19] #jira UE-55151 Fix for Mic Component crashing on re-init. #rb aaron.mcleran
Change 3892871 by Ryan.Vance
Multi-view requires the day dream compositor.
#jira UE-55253
Change 3892785 by Arciel.Rekman
Linux: fix inability to create a C++ project (UE-55222).
- NullSourceCodeAccessor will unconditionally allow C++ project creation in source builds.
- Installed build will check for more compilers in commonly found locations.
#jira UE-55222
Change 3892687 by Jostin.Bilyeu
Checking in replacement Built Data for map TM-Materials_POM
#jira UE-55063
Change 3892674 by Jostin.Bilyeu
Adding an invisible plane to TM-Materials_POM to help testing on mobile devices
#jira UE-55063
Change 3892622 by Aaron.McLeran
#jira none Fixing scope lock in phonon probe volume
Change 3892511 by Matt.Kuhlenschmidt
Fix zero engine version warning
#jira UE-55081
Change 3892211 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891732 by Brian.Zaugg
Re-adding iPhoneX launch images with correct case.
#JIRA UE-53541
Change 3891727 by Arne.Schober
REL - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891716 by Ben.Marsh
Fix buffer overrun when generating callstack.
#jira
Change 3891697 by Brian.Zaugg
Deleting iPhoneX launch images that have incorrect case.
#jira UE-53541
Change 3891678 by Brian.Zaugg
IPP binaries for iPhoneX support.
#jira UE-53541
Change 3891525 by Lauren.Ridge
Thumbnails now update correctly w/parameters
#jira UETOOL-1333
Change 3891520 by Lauren.Ridge
Fixing SA error in material editor
#jira UE-55206
Change 3891495 by Jurre.deBaare
Normal are different after Merge Actor on scaled objects
#fix Make sure we do not apply scale when transform Normals/Tangents
#jira UE-54996
Change 3891352 by Guillaume.Abadie
Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3891323 by Matt.Kuhlenschmidt
Added substance buttons to content browser and material editor
#jira UE-55081
Change 3891033 by David.Hibbitts
#JIRA UE-55135
Moved Message Bus Source heartbeats to their own thread using a new FHeartbeatManager singleton. This prevents sources from incorrectly being removed during Slate UI operations.
Change 3890642 by Arne.Schober
REL - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3890593 by Arne.Schober
REL - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890502 by Mike.Erwin
Fix reported VRAM size on Metal
We were getting correct value in MB from system but overflowing uint32 arithmetic when converting to bytes.
This led 4GB and 8GB configs to report 0 total VRAM, 0 dedicated tex mem, and GTexturePoolSize = 0.
Noticed the problem on my 6GB FirePro, which reported 2GB and set GTexturePoolSize to 70% of that.
Also fixed log of texture pool size to show MB. Other platforms' RHIs already report this in MB.
#jira none
Change 3890404 by Jostin.Bilyeu
Updating Demo Display names to remove redundant spaces
#jira UE-29618
Change 3890401 by Dan.Oconnor
Fix for property table performance regression
#jira UE-54984
Change 3890194 by Dan.Oconnor
Make sure a CDO's subobjects are preloaded when running in -game
#jira UE-54242
Change 3890182 by Krzysztof.Narkowicz
Moving CL3867594 from Dev-Rendering to fix missing shaders in cooked Binary Editor DCC. USE_EDITOR_ONLY_DEFAULT_MATERIAL_FALLBACK generated default material shaders had no cooking code path.
#jira UE-54683
Change 3890140 by Rob.Cannaday
Merging cacert.pem from //UE4/Dev-Online to //UE4/Release-4.19
Includes latest cacert.pem from https://curl.haxx.se/docs/caextract.html as of January 17, 2018
#jira none
Change 3889850 by Shaun.Kime
Now initializing Niagara scripts and emitters even if the config file isn't ready yet.
#jira UE-54168
#jira UE-54169
#tests can create a blank emitter and all script sub-types
Change 3889833 by Michael.Trepka
Disabled Clang's unused-lambda-capture warning added in Xcode 9.3
#jira none
Change 3889696 by Patrick.Boutot
Allow rename from AssetTool when there is no source control enabled.
Fix crash when you rename an asset without an enabled source control.
#jira UEENT-803
Change 3889470 by Mike.Beach
Switching the source-name to legacy hand enum lookup functions to use a static table instead of finding a UEnum object and iterating over reflection data (to prevent a GC lockup with the UObject query).
#jira UE-55153
Change 3889319 by Matt.Kuhlenschmidt
Disable hardware survey on build machines. They run windows server and lack the necessary win32 api functionality to execute it properly
#jira UE-55166
Change 3889087 by Jostin.Bilyeu
Minor adjustments TM-SceneTexture for better testing clarity. Minor adjustments to TM-MipLevels for test map clean up
#jira UE-29618
Change 3889073 by Sorin.Gradinaru
UE-55117 Android virtual keyboard can have text input hidden by software buttons
#jira UE-55117
#Android
#4.19
Adjusted x-coord and width for the native EditText
Change 3888841 by Jurre.deBaare
Make FSkeletalMeshRenderData::GetMaxBonesPerSection an ENGINE_API exported function
#jira none
Change 3888837 by Guillaume.Abadie
Fixes a crash in dynamic resolution when doing UE4Editor -server
#jira UE-55158
Change 3888831 by Dragan.Jerosimovic
added fbx files
#jira none
Change 3888340 by Ethan.Geller
[Release-4.19] #jira UE-54787 edit settings for Strategy Game to prevent stuttering in AudioMixer on low performance Android Devices #rb Aaron.McLeran #fyi Aaron.McLeran #lockdown Cristina.Riveron
Change 3888133 by Michael.Karambelas
QAGame: Adding a BP Actor to test the Mic component feature that AaronM implemented with UE-51471.
#jira UE-29618
Change 3887957 by Krzysztof.Narkowicz
"Fixed" Vulkan instancing in by doing Metal style set instance offset to 0 hack
#jira UE-54367
Change 3887912 by Jostin.Bilyeu
Adding content to TM-SceneTexture to verify Screen Positioning as well as Scene Color and Depth. Adding a new map (TM-MIPLevels) for testing custom mip levels
#jira UE-29618
Change 3887571 by Zak.Parrish
Adding FaceAR content and cleanup #jira none
Change 3887458 by Dan.Oconnor
Fix 'Step Out' functionality for macro and collapsed graphs
#jira UE-55000, UE-55002, UE-55022
Change 3886883 by zachary.wilson
Add testing content to QAGame: Texture and material for testing mip levels. Postprocess material for testing scene buffer sampling.
#jira UE-29618
Change 3886848 by Max.Preussner
Engine: Workaround for uninitialized external textures causing white flashes in media playback
Copied from Fortnite-Main and Dev-Sequencer
#jira UE-53357
Change 3886720 by Matt.Kuhlenschmidt
Guard against mac menus updating during slow tasks.
#jira UE-55068
Change 3886657 by Guillaume.Abadie
Cherry-pick 3886626: Cherry-pick 3886560: Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
#jira FORT-69961
Change 3886653 by Matt.Kuhlenschmidt
Perforce Plugin: Removed all calls to methods that would update the P4PASSWD environment variable. Perforce stores this as plain text so it is not safe and we do not want the editor to be responsible for this being set. All users should be using ticket based p4 servers for the best security but if they are unable to then they can call p4 passwd on their own to set a slightly better hashed password directly. They may also log in each time to the editor which prevents any password from being stored
#jira UE-55111
Change 3886621 by Benn.Gallagher
Fixed crash closing clothing tab if workflow centric application puts the tab spawners in a bad state due to incorrect handling of tab context menus.
#JIRA UE-55067
Change 3886552 by Thomas.Sarkanen
Fixed crash loading an anim instance with a re-instanced class
Unable to repro, but in editor we dont need the optimization that this provides. Now we always re-initialize functions and properties in case the class has changed out from under us.
#jira UE-55065 - [CrashReport] UE4Editor_Engine!FExposedValueHandler::Initialize() [animnodebase.cpp:521]
Change 3886442 by Cosmin.Sulea
UE-53033 - Editor Rapidly Spawns Multiple Empty Windows Throughout Remote Shader Compiling
#jira UE-53033
Change 3886441 by Cosmin.Sulea
UE-54598 - Using an Invalid iOS Mobile Provision does not give descriptive error in Project Launcher, IPhonePackager
#jira UE-54598
Change 3886427 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled - from //Dev-Mobile@CL3843552
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3886210 by Ethan.Geller
[Release-4.19] #jira UE-53867 Ensure we don't read off into garbage memory for uncompressed PCM.
Change 3886005 by Zak.Parrish
Checking in faceAR work on behalf of 3Lateral #jira none
Change 3885925 by Mike.Erwin
Material preview label off-center on HiDPI screen
#jira UE-52533
Change 3885778 by Dan.Oconnor
Fix stepping over collapsed graph and macro nodes
#jira UE-54950, UE-54955
Change 3885713 by Mike.Erwin
glTF: fix material using wrong textures
Imported material could plug the wrong textures into its inputs. The previous code tracked a material's textures based on image source index, corrected code uses texture (source + sampler) index. This is more general allowing an image to be referenced by multiple textures.
Bug reported yesterday via email, demonstrated using the Khronos TextureSettingsTest sample model.
#jira none
Change 3885603 by Ben.Marsh
Fixes for compiler errors in nightly builds of VS2017 in /permissive- mode.
#jira
Change 3885566 by Phillip.Kavan
Fix a scoping issue related to inaccessible property reference caching in nativized Blueprint code.
Change summary:
- Modified FDefaultSubobjectData::EmitPropertyInitialization() to utilize the FScopeBlock utility to manage the inaccessible property cache during code generation for instanced subobject initialization.
#jira UE-55061
Change 3885481 by Mark.Satterthwaite
Attempt to workaround an Intel shader compiler bug without reopening a related AMD bug. This may cost performance unless function constants are available and the runtime compiler actually bothers to perform optimisation (AMD's did not in 10.12.6 and earlier).
#jira UE-54333
Change 3885461 by Lauren.Ridge
Fix for slot not being initialized to null
#jira UE-55069
Change 3885455 by zak.parrish
Adding initial files for FaceAR scene lookdev #jira none
Change 3885446 by Zak.Parrish
Adding test assets for Gremlin look dev. May get removed later prior to release. #jira none
Change 3885424 by Krzysztof.Narkowicz
Fixed skeletal mesh LODs inside editor. If skeletal mesh wasn't recently visible, code was incorrectly changing LOD settings without updating LOD data on render thread.
#jira UE-53861
Change 3885406 by Zak.Parrish
Rollback //UE4/Release-4.19/Samples/FaceARSample/Content/UI/FaceARDebugUI.uasset to revision 1 #jira UE-54639
Change 3885340 by Arne.Schober
REL - Bitarray FindFromLast was masking incorrectly for the corner case where there is no slack
#jira none
Change 3885143 by Marc.Audy
Merge memory corruption fix in CL# 3884991 from Fortnite-Staging to Release-4.19
#jira UE-54977
#jira UE-54976
#jira UE-54898
Change 3885093 by Mark.Satterthwaite
Apple don't like testing for the validation layer in iOS App Store builds - it is unnecessary so we can disable this for shipping builds.
#JIRA N/A
Change 3884622 by Jurre.deBaare
Moving over missing file from changelist for UE-54508
#jira UE-54508
Change 3883391 by Nick.Atamas
Fix for UE-54622 : PIE in VR available when ARKit/ARCore plugins enabled.
Only create ARKit/ARCore tracking systems on iOS/Android.
#jira UE-54622
Change 3883257 by Phillip.Kavan
Fix a Blueprint compile error for the GetClassDefaults node Map value outputs introduced by stronger type checking in 4.19 between Map pin types.
#jira UE-55026
Change 3883024 by Lauren.Ridge
Fixing static analysis warning
#jira SA
Change 3882510 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3882502 by Lauren.Ridge
Fix for material layer parameters not rebuilding and adding save child button
#jira UETOOL-1275
Change 3882458 by Krzysztof.Narkowicz
Copying cached shadow map assert fix from Fortnite-Main (CL3802813)
#jira UE-54747
Change 3882366 by Michael.Karambelas
QAGame: made changes to QABP_Debugging, QABP_FunctionLib, and QA_TestHelper for Blueprint debugger tests.
#jira UE-29618
Change 3881971 by andrew.porter
QAGame: Removing actor from Shot_003
#jira UE-29618
Change 3881795 by Krzysztof.Narkowicz
Added encoded HDR reflection capture cooking if targeting ES 2.0/3.1 on Windows
#jira UE-53875
Change 3881550 by David.Hibbitts
#JIRA UEENT-879
Subject frames now store world time explictly as a double with optional scene timecode as MetaData. This allows for use cases such as posing a single frame in Maya where the world time would be changing but the scene timecode associated with the animation remains fixed.
THIS IS A BREAKING CHANGE: Sources from before this change will no longer compile.
Change 3881339 by Jurre.deBaare
Moving over:
"Editor crashed when attempting to bake out all the material channels
#jira UE-54508
#misc small UDN Merge actor / bake material fixes
Change 3879557 by Dan.Oconnor
Fix stepover behavior when no debug target is selected
#jira UE-54978
Change 3879485 by Mike.Beach
Limiting the number of stereo layers on Oculus android to 4 (otherwise, their lib crashes).
#jira UE-54999
Change 3879438 by David.Hibbitts
#JIRA UEENT-880 Added support for Subject level MetaData to LiveLink #rb martin.wilson #fyi james.golding, simon.tourangeau
Change 3879343 by Lina.Halper
Last min change that skiped compiling
#jira: none
Change 3879337 by Lina.Halper
Fix issue where tick is skipped due to last ticked pose isn't cleared after AnimInstance changes.
#jira: UE-54806
Change 3878968 by Phillip.Kavan
Fix deprecation warnings in compiled stub class wrapper codegen for Blueprint class dependencies excluded from nativization.
Change summary:
- Modified FBlueprintCompilerCppBackendBase::GenerateWrapperForClass() to const-correct the assignment of cached weak pointers to referenced properties.
#jira UE-54981
Change 3878962 by Adrian.Siminciuc
https://jira.it.epicgames.net/browse/UE-54831 (No error occurs accepting if Android SDK license file cannot be written, but user cannot accept license)
#4.19
#jira UE-54831
#android
- shows an error message box informing that the license file could not be written.
Change 3878821 by Andrew.Rodham
Sequencer: Fixed overlapping ranges being inserted into the evaluation field during compilation
- The issue was that track segments that had been combined with adjacent segments (due to them being identical) would potentially cause a subsequently compiled frame to overlap with a range that had already been inserted into the evaluation field.
- The insertion code previously asserted that only minor overlaps were catered for (due to fp rounding errors) and assumed that a supplied range could not entirely contain any other range in the field.
- The solution is to supply the insertion time along with the range to know exactly where the data should live in the field, and crop the range to the maximum allowable space between adjacent ranges.
#jira UE-54922
Change 3878171 by Chris.Phillips
Android: Fixed crash after splash screen when using Vulkan.
#jira UE-54299
Change 3877950 by Ethan.Geller
Fix copyright information from previous CL #jira none #rb none #lockdown Cristina.Riveron
Change 3877859 by Nick.Shin
rebuilt lighting for TM-ShaderModels and resaved the level
#jira UE-53374 Client displays "lighting needs to be rebuilt (1 unbuilt object(s))" when launching TM-Shadermodels onto HTML5
Change 3877854 by tim.gautier
Adding additional (temp) ML Test asset
#jira UE-29318
Change 3877609 by Ethan.Geller
[4.19] Change FWhiteNoise generate function to use SRand, due to weird distribution in FRandRange #jira UE-54965 #rb aaron.mcleran #lockdown cristina.riveron
Change 3877474 by Lauren.Ridge
Adding WITH_EDITOR wrappers to editor-only section of code
#jira fixingcompiles
Change 3877271 by Arne.Schober
REL - Integrate 3872827 - The VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should not be neccessary
#jira none
Change 3877260 by Lina.Halper
If revision is too far away, ignore the request and send current buffer
- this is exactly how it used to do and it is still required, but this means motion vector will be ignored when this happens
#jira: UE-54398
Change 3876950 by Lauren.Ridge
Renaming layers in a material instance - from 4.19 preview feedback
#jira UETOOL-1296
Change 3876932 by Arciel.Rekman
Linux: updated the link to the cross-toolchain (UE-54597).
#jira UE-54597
Change 3876918 by Phillip.Kavan
Fix a regression that could cause packaging to fail and/or data loss with Blueprint nativization enabled.
Change summary:
- Removed logic that attempted to avoid redundant assignments of instanced default subobject references. This was not compatible with editinline characteristics that can allow certain object reference values to be overridden by the Blueprint class.
- Explicitly defer to ExportTextItem() when generating C++ code for UObjectProperty/UInterfaceProperty reference values in which the underlying object reference is NULL.
#jira UE-54870
Change 3876759 by tim.gautier
Updated Material Layer test assets to include Opacity and Emissive.
#jira UE-29318
Change 3876575 by Michael.Karambelas
Updating the QABP_Debugging asset in QAGame with a couple of interfaces and additional logic for testing purposes.
#jira UE-29618
Change 3876406 by Robert.Manuszewski
Fixed a crash when reporting linker errors
#jira UE-51037
Change 3875891 by Nick.Atamas
Fixed scenario where geometries were being updated once per pin, instead of just being updated once.
Also fixes a scenario where there are no pins and geometries fail to update.
#jira UE-54914
Change 3875880 by Aaron.McLeran
#jira UE-54916
Fixing up submix effect templates
Change 3875673 by Brandon.Schaefer
Fix Apex dependencies
Depend on static Apex libraries in Apex.Build.cs versus Physx.Build.cs
#jira UE-54861
Change 3875498 by Lauren.Ridge
PR #4477: 4.19 Fixed a crash caused by the layered material property widget of the material instance editor. (Contributed by mlaveaux)
#jira UE-54862
Change 3875322 by tim.gautier
Recreating Material Layer test assets (asset version has changed)
#jira UE-29318
Change 3875157 by Aaron.McLeran
#jira UE-54901 Synth components do not allow sends to buses
Change 3875103 by Brandon.Schaefer
Need to use our bundled libc++.so not libstdc++.so when building Apex/PhysX/NvCloth libraries
#jira UE-54815
Change 3875037 by Aaron.McLeran
#jira UE-54896 Fixing up audio capture component to parameterize the delay
Parameterize the jitter latency delay.
Change 3875026 by Aaron.McLeran
#jira UE-54895 Filter frequency values don't update live with EQ effects and 0-frequency cutoff causes pops
Change 3874927 by Ryan.Vance
#jira UE-54894
Ensure we don't delete aliased texture resources, they are managed externally.
Change 3874925 by Martin.Wilson
Remove XR post fix from live link code written during motion controller integration
#jira none
Change 3874354 by Ben.Marsh
Use the compiler matching the user's preferred IDE if they don't have a specific compiler selected in the project settings.
#jira UE-54272
Change 3877545 by Ben.Marsh
Replace FPlatformMisc::DebugBreak() with the UE_DEBUG_BREAK() macro. VS2017 is able to show force-inlined calls on the callstack, which makes debugging asserts and ensures annoying.
Use similar logic for expanding ensure() macros in place.
#jira UE-54961
[CL 3963579 by Ben Marsh in Main branch]
2018-03-24 09:22:20 -04:00
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FGraphEditorDragDropAction::FGraphEditorDragDropAction()
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: bDropTargetValid(true)
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{
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}
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2014-03-14 14:13:41 -04:00
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UEdGraphPin* FGraphEditorDragDropAction::GetHoveredPin() const
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{
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2014-05-15 17:34:14 -04:00
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return HoveredPin.Get();
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2014-03-14 14:13:41 -04:00
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}
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UEdGraphNode* FGraphEditorDragDropAction::GetHoveredNode() const
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{
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469)
#lockdown Nick.Penwarden
#rb none
#rnx
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3377136 on 2017/04/03 by Dan.Oconnor
Reenable compilation manager
Change 3377365 on 2017/04/03 by Dan.Oconnor
Back out changelist 3377136
Change 3378131 on 2017/04/04 by Dan.Oconnor
Enable compilation manager again after 3377912, 3378081, and 3378094
Change 3379268 on 2017/04/04 by Dan.Oconnor
Disable compilation manager
Change 3383505 on 2017/04/06 by Dan.Oconnor
Enabling compilation manager - no known issues.
Change 3430210 on 2017/05/09 by Dan.Oconnor
Disable compilation manager while I think about fixes for UE-44780/UE-44794
#rnx
Change 3431439 on 2017/05/09 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3431542 on 2017/05/09 by Dan.Oconnor
Fix crash when opening a blueprint with missing variables and using the compilation manager
#jira UE-43843
Change 3432743 on 2017/05/10 by mason.seay
Added attachment test to map
Change 3432836 on 2017/05/10 by Lukasz.Furman
fixed behavior tree decorator's deactivation when it's placed on parallel task
#jira UE-44817
Change 3432837 on 2017/05/10 by Lukasz.Furman
fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call)
#ue4
Change 3433065 on 2017/05/10 by Marc.Audy
Timeline properties should be blueprint visible as they get expanded out to Get Property nodes
Change 3433135 on 2017/05/10 by Lukasz.Furman
added missing nav area registration call
#jira UE-44144
Change 3433195 on 2017/05/10 by Marc.Audy
de-auto
#rnx
Change 3433275 on 2017/05/10 by Phillip.Kavan
#jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build.
Change summary:
- Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets.
- Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle.
#rnx
Change 3433681 on 2017/05/10 by Mike.Beach
Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button).
Change 3433687 on 2017/05/10 by Ben.Zeigler
Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases
Change 3434005 on 2017/05/10 by Ben.Zeigler
#jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken
Change 3434011 on 2017/05/10 by Marc.Audy
Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible
Change 3434026 on 2017/05/10 by Ben.Zeigler
Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor
Change 3435245 on 2017/05/11 by mason.seay
Submitting test assets for input testing and interactive loading screens
Change 3435491 on 2017/05/11 by Mike.Beach
CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values.
Change 3435962 on 2017/05/11 by Ben.Zeigler
Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked
Change 3436322 on 2017/05/11 by Dan.Oconnor
Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied
#jira UE-44780, UE-44794
Change 3437205 on 2017/05/12 by Ben.Zeigler
Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects
Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy
Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster
Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array
Change 3437206 on 2017/05/12 by Ben.Zeigler
Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly
Change 3437234 on 2017/05/12 by Ben.Zeigler
Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense
Change 3437368 on 2017/05/12 by Dan.Oconnor
Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL
Change 3439330 on 2017/05/15 by Ben.Zeigler
First half of Blueprint API for AssetManager, this covers everything other than load/unload
Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case
Change it so modifying the asset manager settings within the editor will refresh the dictionary
#jira UE-45016 Fix crash scanning empty paths
Change 3439331 on 2017/05/15 by Ben.Zeigler
AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration
Change 3439644 on 2017/05/15 by Dan.Oconnor
Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date
#jira UE-44972
#rnx
Change 3439992 on 2017/05/15 by Dan.Oconnor
Add missing OptionallyRefreshNodes, which is a hot reload hack
#jira UE-44970
#rnx
Change 3440223 on 2017/05/15 by Ben.Zeigler
Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets
Change 3440406 on 2017/05/15 by Ben.Zeigler
Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time
Change 3440879 on 2017/05/16 by Marc.Audy
Fix casing on #include to fix Linux CIS error
#rnx
Change 3441137 on 2017/05/16 by Ben.Zeigler
Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version
Change 3441364 on 2017/05/16 by Ben.Zeigler
#jira UE-45080 Fix Linux CIS issue
Change 3441444 on 2017/05/16 by Dan.Oconnor
Run RefreshExternalBlueprintDependencyNodes at a more appropriate time when using the compilation manager, link skeleton functions when using the compilation manager so that PropertyFlags match GeneratedClass
#jira UE-45029, UE-45037
#rnx
Change 3441445 on 2017/05/16 by Dan.Oconnor
Remove unused declaration
#rnx
Change 3441492 on 2017/05/16 by Ben.Zeigler
Rest of Asset Manager BP API
Added multiple async actions for loading and changing bundle states, and querying bundle states
Change it so the LoadAsset node has a then node to match the new async actions, and rename to Async Load Asset
Add HideThen metadata option to async actions and fix crash when renaming bound function
Change 3441493 on 2017/05/16 by Ben.Zeigler
Update AssetManager and AsyncLoading tests
Change 3441494 on 2017/05/16 by Ben.Zeigler
Update the archive's serialized property when serializing array, set, and map to point to the inner property. Fix a few call sites to look at parent property as needed.
This is needed for the new BPGC weak reference feature, but might also fix some crashes with HotReload where it was expecting the inner property and casting to ObjectProperty.
Change 3441600 on 2017/05/16 by Michael.Noland
Blueprints: Fixed some indentation issues in code
#rnx
Change 3441601 on 2017/05/16 by Michael.Noland
Blueprints: Changed DLL exporting on UK2Node_Tunnel and UK2Node_Composite to allow them to be used in plugins more readily
Change 3441602 on 2017/05/16 by Michael.Noland
Graph Editing: Changed FGraphEditorDragDropAction to work directly with a UEdGraphNode rather than a SGraphNode
Graph Editing: Allowed FGraphSchemaActionDragDropAction to be dropped onto pins in addition to the graph background, which will behave as if you dragged off the pin and picked the same action
Change 3441607 on 2017/05/16 by Michael.Noland
Blueprints: Allow functions from My Blueprints to be dropped onto pins in addition to the graph background, which performs the same action as if they had been picked from the menu after dragging off of that pin
Change 3441608 on 2017/05/16 by Michael.Noland
Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them
Change 3441613 on 2017/05/16 by Michael.Noland
Epic Friday: Snap node prototype (more compact way of organizing straight line Blueprint code via drag-dropping)
- Super early prototype, plugin is not enabled by default and is currently in NotForLicensees
Change 3441802 on 2017/05/16 by Michael.Noland
Blueprints: Adding some includes that are missing according to CIS
#rnx
Change 3441921 on 2017/05/16 by Dan.Oconnor
Avoid skipping full compile when not loading a DOB from disk - when a blueprint became data only we were not running the full compile
#jira UE-45048
#rnx
Change 3442903 on 2017/05/17 by Marc.Audy
Refactor header parser verification of rep notify functions in preparation for other forms of function verification.
Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.)
Fixed errors generated by verification not being associated with the correct code line.
Verification errors are now "warnings" and will all be reported rather than a single one being fatal.
Change 3442908 on 2017/05/17 by Marc.Audy
Remove some autos
#rnx
Change 3443802 on 2017/05/17 by Ben.Zeigler
#jira UE-35683 Add ability for resolve AssetId node to go from hard object to assetptr
Add IsValid and == for Asset/ClassId
Change 3444075 on 2017/05/17 by Ben.Zeigler
#jira UE-45121 Remove references to deleted cards, this field was not in use but is now warning due to better validation
Change 3444178 on 2017/05/17 by Dan.Oconnor
Fix for CPFUO dropping default values of CDO subobjects if the blueprint's parent's CDO was being regenerated at the same time
#jira UE-45050
Change 3444927 on 2017/05/17 by Dan.Oconnor
Improve fix for UE-45050, honor Params.bDoDelta
#rnx
Change 3447280 on 2017/05/18 by Marc.Audy
Properties can now be exposed to blueprints in such a way that a getter or setter accessor will be used rather than a direct read/write of the variable
Change 3447320 on 2017/05/18 by Marc.Audy
Some minor schema cleanups
#rnx
Change 3447537 on 2017/05/18 by Dan.Oconnor
Make sure CDO is included in ArchetypeRerencers when a subobject of said CDO is reinstanced
#jira UE-37023
Change 3448754 on 2017/05/19 by Marc.Audy
Fix hot reload crashing in EngineTest
#rnx
Change 3448792 on 2017/05/19 by Marc.Audy
Functional test for BP Accessors
#rnx
Change 3448806 on 2017/05/19 by Marc.Audy
Fix static analysis warning
#rnx
Change 3449091 on 2017/05/19 by Marc.Audy
Allow Find References to be selected from the components panel
#jira UE-45101
Change 3449361 on 2017/05/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3449079
#rnx
Change 3449644 on 2017/05/19 by Marc.Audy
Fix Anim SubInstance generated properties not being Blueprint Visible
Change 3450003 on 2017/05/19 by Dan.Oconnor
We need to do a bytecode only compile of dependent blueprints when an individual blueprint is compile because we cannot safely skip functions that are removed or change layout
#jira UE-45196
#rnx
Change 3452022 on 2017/05/22 by Marc.Audy
Fix BlueprintVisibility issues in orion UI
#rnx
Change 3452133 on 2017/05/22 by Ben.Zeigler
#jira UE-45240 Fix it so invalid primary asset types are not parsed, this happens while halfway through editing in the UI
Stop asset manager from generating 600 notifications, this causes multiple second stalls in the editor
Change 3452697 on 2017/05/22 by Marc.Audy
Use BlueprintGetter/Setter metadata instead of BlueprintInternalUseOnly for preventing accessors from appearing in menus
Prevent BlueprintNativeEvents from being used as property accessors
Disable functional test for blueprint native events
Change 3452780 on 2017/05/22 by Ben.Zeigler
Switch it so the LongPackageName and ContentDir metadata on a FDirectoryPath do the same thing and give you the in-editor path picker. These two metadata flags were implemented in parallel on two separate branches
Change 3452790 on 2017/05/22 by Ben.Zeigler
Fix issue when calling TryConvertFilenameToLongPackageName with a root directory name, and add comment mentioning that it works for directories, it's used this way throughout the editor and we couldn't come up with a better name for the function
Deprecated FPackageName::ConvertRootPathToContentPath and PackageFromPath as they were confusingly named and not used much. Also cleaned up header in general
Change 3454629 on 2017/05/23 by Marc.Audy
Deal with fall out from initial approach to disabling the native event getter/setter functional tests
#jira UE-45321
#jira UE-45322
Change 3454661 on 2017/05/23 by Marc.Audy
Mark Actor.RootComponent as having a getter instead of GetRootComponent being an explicitly exposed blueprint callable function
Change 3454662 on 2017/05/23 by Marc.Audy
Fix blueprint visibility of anim notify properties
Change 3454663 on 2017/05/23 by Marc.Audy
Fix fortnite blueprint exposure issues
Change 3454695 on 2017/05/23 by Lukasz.Furman
fixed bug with behavior tree decorator duplication: properties are no longer reset to defaults
#3591
Change 3454789 on 2017/05/23 by Ben.Zeigler
Add ProposedPlacement parameter to TryCalculatePopupWindowPosition that if non zero will allow the less common anchor styles like MenuPlacement_ComboBoxRight to work properly for popups spawned in a new window
Make the variable type menu be ComboBoxRight so it gives more space for longer sub type descriptions coming in a different change
Change 3454816 on 2017/05/23 by Ben.Zeigler
Change blueprint type of AssetID to SoftObjectReference and AssetClassId to SoftClassReference. These will also change in native for 4.18
Fix display issues with complicated variable types, for some reason it was using the non-localized name
Change 3454967 on 2017/05/23 by Lukasz.Furman
fixed ANavigationData.bForceRebuildOnLoad being ignored by navigation system
#jira UE-44231
Change 3454982 on 2017/05/23 by Ben.Zeigler
#jira UE-45298 Refresh primary asset ID selector when menu is reopened
Change 3455714 on 2017/05/23 by Marc.Audy
Prevent attachment from being setup to attach to itself or in a cyclic fashion.
#jira UE-45244
Change 3455871 on 2017/05/23 by Marc.Audy
Rename UEdGraph::CreateBlankNode to CreateIntermediateNode
Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode
No longer set timeline variables as blueprint visible
#jira UE-45204
Change 3455930 on 2017/05/23 by Ben.Zeigler
#jira UE-45349 Resave TM-Gameplay map. The map got fixed while UE-44972 was still open, which lead to the level script variables being corrupted. Manually compiling fixed the issue and the core bug is now fixed. Any other maps saved directly on Framework might show the same issue
Change 3456507 on 2017/05/24 by Marc.Audy
Fix game builds
#rnx
Change 3457323 on 2017/05/24 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3459068 on 2017/05/25 by mason.seay
Adding gamepad mapping for sprinting
Change 3459466 on 2017/05/25 by Dan.Oconnor
Fix for stale UClass ptrs in ReinstanceBatch when using compilation manager
#jira UE-45386
Change 3459469 on 2017/05/25 by Dan.Oconnor
Fix issue exposed by compilation manager - this function can't assign struct default values (e.g. LinearColor)
#jira UE-45389
[CL 3459511 by Marc Audy in Main branch]
2017-05-25 13:42:12 -04:00
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return HoveredNode.Get();
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2014-03-14 14:13:41 -04:00
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}
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UEdGraph* FGraphEditorDragDropAction::GetHoveredGraph() const
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{
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// Note: We always want to report a graph even when hovering over a node or pin;
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// the same is not true for nodes when hovering over a pin (at least right now)
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if (HoveredGraph.IsValid())
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return HoveredGraph->GetGraphObj();
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else if (UEdGraphNode* Node = GetHoveredNode())
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return Node->GetGraph();
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else if (UEdGraphPin* Pin = GetHoveredPin())
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return Pin->GetOwningNode()->GetGraph();
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2014-05-15 17:34:14 -04:00
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void FGraphEditorDragDropAction::SetHoveredPin(UEdGraphPin* InPin)
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2014-03-14 14:13:41 -04:00
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{
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927746 on 2016/03/30 by Michael.Schoell
Local variables in function graphs will now store a hard reference to their UObject value.
Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.
#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native
Change 2927751 on 2016/03/30 by Michael.Schoell
Back out changelist 2927746
Change 2986483 on 2016/05/23 by Maciej.Mroz
#jira UE-30976 Editable enum values set on an instance are lost during nativization
Added overriden names of Enum keys.
Change 2986712 on 2016/05/23 by Phillip.Kavan
[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.
change summary:
- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.
Change 2987406 on 2016/05/23 by Ryan.Rauschkolb
Fixed Functions filter in Find-In-Blueprints will show components from the SCS
#jira UE-30140
Change 2988925 on 2016/05/24 by Ryan.Rauschkolb
Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.
#jira UE-20232
Change 2989001 on 2016/05/24 by Dan.Oconnor
PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)
#jira UE-31142
Change 2989447 on 2016/05/25 by Phillip.Kavan
[UE-30807] Propagate edit condition property value changes to instances of template objects.
change summary:
- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)
Change 2989804 on 2016/05/25 by Phillip.Kavan
[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.
change summary:
- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component
Change 2990234 on 2016/05/25 by Ryan.Rauschkolb
Fixed issue where including a period ina Blueprint function causes double-click to fail to open its graph
#jira UE-4426
Change 2990566 on 2016/05/25 by Mike.Beach
Better warn logging to help locate variable nodes that emit a "variable not found" message.
Change 2991083 on 2016/05/26 by Maciej.Mroz
Blueprint nativization: converted classes have "config" specified.
Change 2991363 on 2016/05/26 by Phillip.Kavan
[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.
change summary:
- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects
Change 2992990 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
#jira UE-21973
Change 2992995 on 2016/05/27 by Ryan.Rauschkolb
Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
#jira UE-30990
Change 2993449 on 2016/05/27 by Phillip.Kavan
[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.
change summary:
- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.
Change 2993531 on 2016/05/27 by Mike.Beach
PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)
Change 2993969 on 2016/05/30 by Maciej.Mroz
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
Change 2993990 on 2016/05/30 by Phillip.Kavan
[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.
change summary:
- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.
Change 2994591 on 2016/05/31 by Ryan.Rauschkolb
Fixed issue where inherited Blueprint variable would not show parent's replications settings
#jira UE-18912
Change 2994613 on 2016/05/31 by Ben.Cosh
Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.
#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
#Jira UE-31377 - BP Profiler - Default tree view filtering to off
#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"
Notes:-
- Sequence node inclusive time fixed
- Trace History tidy up
- Compile Icon and status messages for instrumentation
- Message in the profiler tab for instrumentation
- Profiler view tidy up and heat thresholds controls added
- fixed the summed execution branch stats
- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
- added hottest path and hottest endpoint wire heatmaps
- switched off the graph filter by default
- added total time for the heatmaps
- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code
Change 2995058 on 2016/05/31 by Phillip.Kavan
[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.
change summary:
- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.
Change 2995218 on 2016/05/31 by Phillip.Kavan
[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.
change summary:
- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.
Change 2996417 on 2016/06/01 by Phillip.Kavan
[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.
change summary:
- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.
Change 2997001 on 2016/06/01 by Ryan.Rauschkolb
Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
#jira UE-30143
Change 2997521 on 2016/06/02 by Maciej.Mroz
[Blueprint Nativization]
- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.
Change 2997522 on 2016/06/02 by Maciej.Mroz
Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)
Change 2997638 on 2016/06/02 by Maciej.Mroz
Improvements for Blueprint Nativization:
- Overridden names in nativized code have proper escape characters (in generated code).
- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
- warning C4883 is disabled in .generated.cpp files for nativized module
Change 2997639 on 2016/06/02 by Maciej.Mroz
Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
#jira UE-28945 Failure packaging Nativized Ocean
Change 2997656 on 2016/06/02 by Maciej.Mroz
Various improvements in BlueprintCompilerCppBackend:
- Fixed interface cast
- Fixed TSwitchValue issue (when used with literals)
- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
- Fixed bitfield getter code.
- Reduce code size (less UsedAssets, less ReferencedConvertedFields, cached UEnums)
- operator == is generated for nativized structs
- Fixed AssedId (AssetPtr) constructor in nativized code.
- Fixed arrays of noexport struct
- Fixed missing headers for native single cast delegate signature.
- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.
Change 2997691 on 2016/06/02 by Maciej.Mroz
operator == in FText. It is required for some functions in TArray<FText>
Change 2997793 on 2016/06/02 by Ben.Cosh
Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
#Proj BlueprintProfiler, Kismet
Change 2997901 on 2016/06/02 by Maciej.Mroz
Back out changelist 2997691
Change 2998038 on 2016/06/02 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 2998052 on 2016/06/02 by Ryan.Rauschkolb
Fixed Comment bubbles not remembering changes after losing focus
#jira UE-20012
Change 2998450 on 2016/06/02 by Phillip.Kavan
[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.
change summary:
- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.
Change 2999763 on 2016/06/03 by Mike.Beach
Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.
#jira UE-26761
Change 2999768 on 2016/06/03 by Maciej.Mroz
#jira UE-31592, UE-31593
This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.
Change 2999770 on 2016/06/03 by Maciej.Mroz
[Blueprint Nativization]
Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.
Change 2999798 on 2016/06/03 by Mike.Beach
Guarding against malformed Blueprints (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.
#jira UE-31522
Change 2999941 on 2016/06/03 by Mike.Beach
Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).
#jira UE-23371
Change 3001731 on 2016/06/06 by Phillip.Kavan
[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.
change summary:
- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.
Change 3002075 on 2016/06/06 by Maciej.Mroz
Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
Literal expression can be emitted without known desitination property.
#jira UE-28443 Set Boolean (by ref) crashes the editor on compile
Change 3002096 on 2016/06/06 by Ben.Cosh
This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
#Proj BlueprintProfiler
Change 3002108 on 2016/06/06 by Ben.Cosh
Adds a new default option to average the blueprint level stats in the profiler.
#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
#Proj Kismet, BlueprintProfiler
- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.
Change 3002782 on 2016/06/06 by samuel.proctor
Test assets for Interface testing
Change 3003826 on 2016/06/07 by Ben.Cosh
A few minor visual improvements for the blueprint profiler.
#Proj Kismet, BlueprintProfiler, EditorStyle
- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
- Updated the pure node icon.
Change 3004067 on 2016/06/07 by samuel.proctor
New test asset for blueprint interfaces
Change 3004069 on 2016/06/07 by samuel.proctor
Updating asset for Interface testing
Change 3004275 on 2016/06/07 by Ryan.Rauschkolb
Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
#jira UE-23733
Change 3004329 on 2016/06/07 by Dan.Oconnor
EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.
Change 3004418 on 2016/06/07 by Maciej.Mroz
KismetCompilerVMBackend: Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.
Change 3004496 on 2016/06/07 by Dan.Oconnor
Disabling expensive pin allocation tracking
Change 3004649 on 2016/06/07 by Mike.Beach
Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).
#jira UE-31236
Change 3004667 on 2016/06/07 by Dan.Oconnor
Removed my debugging logic
Change 3004848 on 2016/06/07 by Dan.Oconnor
Fix spammy ensure
Change 3004871 on 2016/06/07 by Phillip.Kavan
[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.
change summary:
- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.
Change 3005203 on 2016/06/07 by Dan.Oconnor
Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
#jira UE-31750
Change 3005441 on 2016/06/08 by Maciej.Mroz
#jira UE-31625 Crash in nativized Orion
AssembleReferenceTokenStream is called for Dynamic Classes:
- in ConstructDynamicType() (when class is explicitly loaded)
- in __CustomDynamicClassInitialization() (when CDO is created)
Change 3005540 on 2016/06/08 by Ben.Cosh
This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
#Proj BlueprintProfiler, Kismet
- The jira was already fixed but I think this change improves the instance status clarity
Change 3006196 on 2016/06/08 by Dan.Oconnor
Copy/paste logic for pin connections got lost in the shuffle
#jira UE-31747
Change 3006416 on 2016/06/08 by Phillip.Kavan
[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).
change summary:
- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.
Change 3006522 on 2016/06/08 by Dan.Oconnor
Under rare circumstances a deprecated pin comes in that is outered to the transient package
#jira UE-31779
Change 3006576 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
#jira UE-31796
Change 3006610 on 2016/06/08 by Phillip.Kavan
[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.
change summary:
- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.
Change 3006824 on 2016/06/08 by Dan.Oconnor
More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
#jira UE-31794
Change 3006828 on 2016/06/08 by Dan.Oconnor
Fix for non-editor builds
Change 3006857 on 2016/06/08 by Dan.Oconnor
Investigating shutdown ensure, traced back to a static UEdGraphPin
Change 3006907 on 2016/06/08 by Dan.Oconnor
Noneditor build fix
Change 3006929 on 2016/06/08 by Dan.Oconnor
Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779
Change 3007133 on 2016/06/09 by Ben.Cosh
Fix for issue in the profiler asserting creating pins that don't have unique names.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
- I believe this was recently introduced with the changes to UEdGraphPin's
Change 3007964 on 2016/06/09 by Dan.Oconnor
Fix for PinHelpers::UnresolvedPins being left with stale entries by undo/redo
#jira UE-31829
Change 3007996 on 2016/06/09 by Ryan.Rauschkolb
Added 'empty' keyword to Array Clear Node.
#jira UE-12356
Change 3008007 on 2016/06/09 by Ryan.Rauschkolb
Added 'negate' keyword to boolean NOT node
#jira UE-12490
Change 3008011 on 2016/06/09 by Ryan.Rauschkolb
Added Vector2D * Vector2D multiplication node
#jira UE-31503
Change 3008014 on 2016/06/09 by Ryan.Rauschkolb
Fixed Cannot connect Make Array node output to MakeArray input with split pins
#jira UE-28530
Change 3008243 on 2016/06/09 by Dan.Oconnor
Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
#jira UE-31841
Change 3008289 on 2016/06/09 by Dan.Oconnor
Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
#jira UE-31794
Change 3008422 on 2016/06/09 by Dan.Oconnor
Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
#jira UE-31857
Change 3009164 on 2016/06/10 by Ryan.Rauschkolb
Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
#jira UE-21141,UE-23723
Change 3009165 on 2016/06/10 by Ryan.Rauschkolb
Fixed Structure Default value editor collapses after undoing an alteration of a default value
#jira UE-31741
Change 3009181 on 2016/06/10 by Ryan.Rauschkolb
Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
#jira UE-30014
Change 3009313 on 2016/06/10 by Mike.Beach
Addressing issues with function return nodes in multiple ways:
- Preventing users from deleting return nodes for overriden/inherited functions.
- Also making sure that we create terminals for out params when the return node is disconnected (and pruned).
- Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).
#jira UE-31418
Change 3009595 on 2016/06/10 by Dan.Oconnor
EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
#jira UE-31879
Change 3009774 on 2016/06/10 by Dan.Oconnor
Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
#jira UE-31906
Change 3009988 on 2016/06/10 by Dan.Oconnor
Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
#jira UE-31888
Change 3010050 on 2016/06/10 by Dan.Oconnor
Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
#jira UE-31892
Change 3010071 on 2016/06/10 by Dan.Oconnor
Fix for pasting when owning node has whitespace in result of GetPathName
#jira UE-31898
#coderview Bob.Tellez
Change 3010244 on 2016/06/11 by Dan.Oconnor
Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870
Change 3010630 on 2016/06/13 by Dan.Oconnor
No longer relying on path name for pin resolution, path is unstable across graphs
#jira UE-31870
Change 3010647 on 2016/06/13 by Dan.Oconnor
PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)
#jira UE-31928
Change 3011175 on 2016/06/13 by Ben.Cosh
Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
#Proj Kismet, BlueprintProfiler
- Ensured that the trace paths contain the macro instance exec nodes
- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.
Change 3011271 on 2016/06/13 by Ben.Cosh
This adds support for inherited blueprint classes to the blueprint profiler.
#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
#Proj BlueprintProfiler
Change 3011556 on 2016/06/13 by Ryan.Rauschkolb
Fixed Crash when breaking link to a split pin in MakeArray that is an array type
#jira UE-31919
Change 3011624 on 2016/06/13 by Dan.Oconnor
Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
#jira UE-31955
Change 3011984 on 2016/06/13 by Dan.Oconnor
Sanitizing parentpin's subpins when destroying a pin
#jira UE-21392
Change 3012894 on 2016/06/14 by Phillip.Kavan
[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.
change summary:
- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.
#jira UE-30922
Change 3013037 on 2016/06/14 by Ryan.Rauschkolb
Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
#jira UE-31917
Change 3014846 on 2016/06/15 by Dan.Oconnor
No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
#jira FORT-23753
Change 3015014 on 2016/06/15 by Dan.Oconnor
Removing poorly implement IsLetter function
Change 3015142 on 2016/06/15 by Dan.Oconnor
More intentional about removing subpins, prevents stale iterator on split pin collapse
#jira UE-32072
Change 3016326 on 2016/06/16 by Ryan.Rauschkolb
Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
#jira UE-32016
Change 3016494 on 2016/06/16 by Ryan.Rauschkolb
Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
#jira UE-31876
Change 3016557 on 2016/06/16 by Dan.Oconnor
Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
#jira FORT-23753
Change 3016577 on 2016/06/16 by Ryan.Rauschkolb
Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType
Change 3016906 on 2016/06/16 by Dan.Oconnor
Back out changelist 3016557
This will be done by Jamie.Dale in Dev-Editor
Change 3018081 on 2016/06/17 by Phillip.Kavan
[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)
#jira UE-31832
Change 3018402 on 2016/06/17 by Dan.Oconnor
Missing include
Change 3018426 on 2016/06/17 by Ryan.Rauschkolb
Fixed MakeArray node with split pins and no connections does not paste correctly
#jira UE-32148
Change 3018452 on 2016/06/17 by Mike.Beach
Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).
#jira UE-32158
Change 3018456 on 2016/06/17 by Dan.Oconnor
Fix for static analysis warning, this null check does nothing
Change 3018595 on 2016/06/17 by Mike.Beach
Fix for shadowed variable warning in CIS.
Change 3018699 on 2016/06/17 by Mike.Beach
Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).
Change 3019734 on 2016/06/20 by Phillip.Kavan
[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.
change summary:
- added a UK2Node_AddComponent::PostDuplicate() override
- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.
notes:
- will prevent getting into the scenario described in UE-31831
#jira UE-32064
Change 3020635 on 2016/06/20 by Dan.Oconnor
Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)
Change 3020894 on 2016/06/21 by Maciej.Mroz
#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)
Change 3020958 on 2016/06/21 by Ben.Cosh
This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
#Jira UE-32270 - Input key events generate extra instrumentation data per key press
#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
#Proj BlueprintProfiler, UnrealEd
Change 3021316 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where Copy/Paste of event nodes would not retain link information
Change 3021826 on 2016/06/21 by Phillip.Kavan
[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.
change summary:
- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates
#jira UE-31831
Change 3022047 on 2016/06/21 by Ryan.Rauschkolb
Fixed issue where copy/paste of return nodes would not preserve value or link data
#jira UE-26937
Change 3022619 on 2016/06/22 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
Fixed GameplayCueManager. Nativized cues can be found.
This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).
Change 3022654 on 2016/06/22 by Maciej.Mroz
FBackendHelperStaticSearchableValues -fixed too strict ensure
Change 3023067 on 2016/06/22 by Maciej.Mroz
#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project
Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.
Change 3023222 on 2016/06/22 by Ryan.Rauschkolb
Fixed MakeArray node elements break when editing struct elements
#jira UE-21392
Change 3023405 on 2016/06/22 by Mike.Beach
Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).
#jira UE-31897
Change 3023992 on 2016/06/22 by Mike.Beach
Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.
#jira UE-31859
[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00
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if (HoveredPin.Get() != InPin)
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{
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HoveredPin = InPin;
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HoverTargetChanged();
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void FGraphEditorDragDropAction::SetHoveredNode(const TSharedPtr<SGraphNode>& InNode)
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469)
#lockdown Nick.Penwarden
#rb none
#rnx
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3377136 on 2017/04/03 by Dan.Oconnor
Reenable compilation manager
Change 3377365 on 2017/04/03 by Dan.Oconnor
Back out changelist 3377136
Change 3378131 on 2017/04/04 by Dan.Oconnor
Enable compilation manager again after 3377912, 3378081, and 3378094
Change 3379268 on 2017/04/04 by Dan.Oconnor
Disable compilation manager
Change 3383505 on 2017/04/06 by Dan.Oconnor
Enabling compilation manager - no known issues.
Change 3430210 on 2017/05/09 by Dan.Oconnor
Disable compilation manager while I think about fixes for UE-44780/UE-44794
#rnx
Change 3431439 on 2017/05/09 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3431542 on 2017/05/09 by Dan.Oconnor
Fix crash when opening a blueprint with missing variables and using the compilation manager
#jira UE-43843
Change 3432743 on 2017/05/10 by mason.seay
Added attachment test to map
Change 3432836 on 2017/05/10 by Lukasz.Furman
fixed behavior tree decorator's deactivation when it's placed on parallel task
#jira UE-44817
Change 3432837 on 2017/05/10 by Lukasz.Furman
fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call)
#ue4
Change 3433065 on 2017/05/10 by Marc.Audy
Timeline properties should be blueprint visible as they get expanded out to Get Property nodes
Change 3433135 on 2017/05/10 by Lukasz.Furman
added missing nav area registration call
#jira UE-44144
Change 3433195 on 2017/05/10 by Marc.Audy
de-auto
#rnx
Change 3433275 on 2017/05/10 by Phillip.Kavan
#jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build.
Change summary:
- Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets.
- Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle.
#rnx
Change 3433681 on 2017/05/10 by Mike.Beach
Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button).
Change 3433687 on 2017/05/10 by Ben.Zeigler
Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases
Change 3434005 on 2017/05/10 by Ben.Zeigler
#jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken
Change 3434011 on 2017/05/10 by Marc.Audy
Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible
Change 3434026 on 2017/05/10 by Ben.Zeigler
Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor
Change 3435245 on 2017/05/11 by mason.seay
Submitting test assets for input testing and interactive loading screens
Change 3435491 on 2017/05/11 by Mike.Beach
CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values.
Change 3435962 on 2017/05/11 by Ben.Zeigler
Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked
Change 3436322 on 2017/05/11 by Dan.Oconnor
Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied
#jira UE-44780, UE-44794
Change 3437205 on 2017/05/12 by Ben.Zeigler
Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects
Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy
Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster
Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array
Change 3437206 on 2017/05/12 by Ben.Zeigler
Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly
Change 3437234 on 2017/05/12 by Ben.Zeigler
Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense
Change 3437368 on 2017/05/12 by Dan.Oconnor
Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL
Change 3439330 on 2017/05/15 by Ben.Zeigler
First half of Blueprint API for AssetManager, this covers everything other than load/unload
Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case
Change it so modifying the asset manager settings within the editor will refresh the dictionary
#jira UE-45016 Fix crash scanning empty paths
Change 3439331 on 2017/05/15 by Ben.Zeigler
AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration
Change 3439644 on 2017/05/15 by Dan.Oconnor
Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date
#jira UE-44972
#rnx
Change 3439992 on 2017/05/15 by Dan.Oconnor
Add missing OptionallyRefreshNodes, which is a hot reload hack
#jira UE-44970
#rnx
Change 3440223 on 2017/05/15 by Ben.Zeigler
Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets
Change 3440406 on 2017/05/15 by Ben.Zeigler
Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time
Change 3440879 on 2017/05/16 by Marc.Audy
Fix casing on #include to fix Linux CIS error
#rnx
Change 3441137 on 2017/05/16 by Ben.Zeigler
Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version
Change 3441364 on 2017/05/16 by Ben.Zeigler
#jira UE-45080 Fix Linux CIS issue
Change 3441444 on 2017/05/16 by Dan.Oconnor
Run RefreshExternalBlueprintDependencyNodes at a more appropriate time when using the compilation manager, link skeleton functions when using the compilation manager so that PropertyFlags match GeneratedClass
#jira UE-45029, UE-45037
#rnx
Change 3441445 on 2017/05/16 by Dan.Oconnor
Remove unused declaration
#rnx
Change 3441492 on 2017/05/16 by Ben.Zeigler
Rest of Asset Manager BP API
Added multiple async actions for loading and changing bundle states, and querying bundle states
Change it so the LoadAsset node has a then node to match the new async actions, and rename to Async Load Asset
Add HideThen metadata option to async actions and fix crash when renaming bound function
Change 3441493 on 2017/05/16 by Ben.Zeigler
Update AssetManager and AsyncLoading tests
Change 3441494 on 2017/05/16 by Ben.Zeigler
Update the archive's serialized property when serializing array, set, and map to point to the inner property. Fix a few call sites to look at parent property as needed.
This is needed for the new BPGC weak reference feature, but might also fix some crashes with HotReload where it was expecting the inner property and casting to ObjectProperty.
Change 3441600 on 2017/05/16 by Michael.Noland
Blueprints: Fixed some indentation issues in code
#rnx
Change 3441601 on 2017/05/16 by Michael.Noland
Blueprints: Changed DLL exporting on UK2Node_Tunnel and UK2Node_Composite to allow them to be used in plugins more readily
Change 3441602 on 2017/05/16 by Michael.Noland
Graph Editing: Changed FGraphEditorDragDropAction to work directly with a UEdGraphNode rather than a SGraphNode
Graph Editing: Allowed FGraphSchemaActionDragDropAction to be dropped onto pins in addition to the graph background, which will behave as if you dragged off the pin and picked the same action
Change 3441607 on 2017/05/16 by Michael.Noland
Blueprints: Allow functions from My Blueprints to be dropped onto pins in addition to the graph background, which performs the same action as if they had been picked from the menu after dragging off of that pin
Change 3441608 on 2017/05/16 by Michael.Noland
Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them
Change 3441613 on 2017/05/16 by Michael.Noland
Epic Friday: Snap node prototype (more compact way of organizing straight line Blueprint code via drag-dropping)
- Super early prototype, plugin is not enabled by default and is currently in NotForLicensees
Change 3441802 on 2017/05/16 by Michael.Noland
Blueprints: Adding some includes that are missing according to CIS
#rnx
Change 3441921 on 2017/05/16 by Dan.Oconnor
Avoid skipping full compile when not loading a DOB from disk - when a blueprint became data only we were not running the full compile
#jira UE-45048
#rnx
Change 3442903 on 2017/05/17 by Marc.Audy
Refactor header parser verification of rep notify functions in preparation for other forms of function verification.
Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.)
Fixed errors generated by verification not being associated with the correct code line.
Verification errors are now "warnings" and will all be reported rather than a single one being fatal.
Change 3442908 on 2017/05/17 by Marc.Audy
Remove some autos
#rnx
Change 3443802 on 2017/05/17 by Ben.Zeigler
#jira UE-35683 Add ability for resolve AssetId node to go from hard object to assetptr
Add IsValid and == for Asset/ClassId
Change 3444075 on 2017/05/17 by Ben.Zeigler
#jira UE-45121 Remove references to deleted cards, this field was not in use but is now warning due to better validation
Change 3444178 on 2017/05/17 by Dan.Oconnor
Fix for CPFUO dropping default values of CDO subobjects if the blueprint's parent's CDO was being regenerated at the same time
#jira UE-45050
Change 3444927 on 2017/05/17 by Dan.Oconnor
Improve fix for UE-45050, honor Params.bDoDelta
#rnx
Change 3447280 on 2017/05/18 by Marc.Audy
Properties can now be exposed to blueprints in such a way that a getter or setter accessor will be used rather than a direct read/write of the variable
Change 3447320 on 2017/05/18 by Marc.Audy
Some minor schema cleanups
#rnx
Change 3447537 on 2017/05/18 by Dan.Oconnor
Make sure CDO is included in ArchetypeRerencers when a subobject of said CDO is reinstanced
#jira UE-37023
Change 3448754 on 2017/05/19 by Marc.Audy
Fix hot reload crashing in EngineTest
#rnx
Change 3448792 on 2017/05/19 by Marc.Audy
Functional test for BP Accessors
#rnx
Change 3448806 on 2017/05/19 by Marc.Audy
Fix static analysis warning
#rnx
Change 3449091 on 2017/05/19 by Marc.Audy
Allow Find References to be selected from the components panel
#jira UE-45101
Change 3449361 on 2017/05/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3449079
#rnx
Change 3449644 on 2017/05/19 by Marc.Audy
Fix Anim SubInstance generated properties not being Blueprint Visible
Change 3450003 on 2017/05/19 by Dan.Oconnor
We need to do a bytecode only compile of dependent blueprints when an individual blueprint is compile because we cannot safely skip functions that are removed or change layout
#jira UE-45196
#rnx
Change 3452022 on 2017/05/22 by Marc.Audy
Fix BlueprintVisibility issues in orion UI
#rnx
Change 3452133 on 2017/05/22 by Ben.Zeigler
#jira UE-45240 Fix it so invalid primary asset types are not parsed, this happens while halfway through editing in the UI
Stop asset manager from generating 600 notifications, this causes multiple second stalls in the editor
Change 3452697 on 2017/05/22 by Marc.Audy
Use BlueprintGetter/Setter metadata instead of BlueprintInternalUseOnly for preventing accessors from appearing in menus
Prevent BlueprintNativeEvents from being used as property accessors
Disable functional test for blueprint native events
Change 3452780 on 2017/05/22 by Ben.Zeigler
Switch it so the LongPackageName and ContentDir metadata on a FDirectoryPath do the same thing and give you the in-editor path picker. These two metadata flags were implemented in parallel on two separate branches
Change 3452790 on 2017/05/22 by Ben.Zeigler
Fix issue when calling TryConvertFilenameToLongPackageName with a root directory name, and add comment mentioning that it works for directories, it's used this way throughout the editor and we couldn't come up with a better name for the function
Deprecated FPackageName::ConvertRootPathToContentPath and PackageFromPath as they were confusingly named and not used much. Also cleaned up header in general
Change 3454629 on 2017/05/23 by Marc.Audy
Deal with fall out from initial approach to disabling the native event getter/setter functional tests
#jira UE-45321
#jira UE-45322
Change 3454661 on 2017/05/23 by Marc.Audy
Mark Actor.RootComponent as having a getter instead of GetRootComponent being an explicitly exposed blueprint callable function
Change 3454662 on 2017/05/23 by Marc.Audy
Fix blueprint visibility of anim notify properties
Change 3454663 on 2017/05/23 by Marc.Audy
Fix fortnite blueprint exposure issues
Change 3454695 on 2017/05/23 by Lukasz.Furman
fixed bug with behavior tree decorator duplication: properties are no longer reset to defaults
#3591
Change 3454789 on 2017/05/23 by Ben.Zeigler
Add ProposedPlacement parameter to TryCalculatePopupWindowPosition that if non zero will allow the less common anchor styles like MenuPlacement_ComboBoxRight to work properly for popups spawned in a new window
Make the variable type menu be ComboBoxRight so it gives more space for longer sub type descriptions coming in a different change
Change 3454816 on 2017/05/23 by Ben.Zeigler
Change blueprint type of AssetID to SoftObjectReference and AssetClassId to SoftClassReference. These will also change in native for 4.18
Fix display issues with complicated variable types, for some reason it was using the non-localized name
Change 3454967 on 2017/05/23 by Lukasz.Furman
fixed ANavigationData.bForceRebuildOnLoad being ignored by navigation system
#jira UE-44231
Change 3454982 on 2017/05/23 by Ben.Zeigler
#jira UE-45298 Refresh primary asset ID selector when menu is reopened
Change 3455714 on 2017/05/23 by Marc.Audy
Prevent attachment from being setup to attach to itself or in a cyclic fashion.
#jira UE-45244
Change 3455871 on 2017/05/23 by Marc.Audy
Rename UEdGraph::CreateBlankNode to CreateIntermediateNode
Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode
No longer set timeline variables as blueprint visible
#jira UE-45204
Change 3455930 on 2017/05/23 by Ben.Zeigler
#jira UE-45349 Resave TM-Gameplay map. The map got fixed while UE-44972 was still open, which lead to the level script variables being corrupted. Manually compiling fixed the issue and the core bug is now fixed. Any other maps saved directly on Framework might show the same issue
Change 3456507 on 2017/05/24 by Marc.Audy
Fix game builds
#rnx
Change 3457323 on 2017/05/24 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3459068 on 2017/05/25 by mason.seay
Adding gamepad mapping for sprinting
Change 3459466 on 2017/05/25 by Dan.Oconnor
Fix for stale UClass ptrs in ReinstanceBatch when using compilation manager
#jira UE-45386
Change 3459469 on 2017/05/25 by Dan.Oconnor
Fix issue exposed by compilation manager - this function can't assign struct default values (e.g. LinearColor)
#jira UE-45389
[CL 3459511 by Marc Audy in Main branch]
2017-05-25 13:42:12 -04:00
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{
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SetHoveredNode(InNode.IsValid() ? InNode->GetNodeObj() : nullptr);
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}
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void FGraphEditorDragDropAction::SetHoveredNode(UEdGraphNode* InNode)
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2014-03-14 14:13:41 -04:00
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{
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if (HoveredNode != InNode)
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{
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HoveredNode = InNode;
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HoverTargetChanged();
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}
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}
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void FGraphEditorDragDropAction::SetHoveredGraph(const TSharedPtr<SGraphPanel>& InGraph)
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{
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if (HoveredGraph != InGraph)
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{
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HoveredGraph = InGraph;
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HoverTargetChanged();
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}
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}
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2015-05-08 10:46:42 -04:00
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void FGraphEditorDragDropAction::SetHoveredCategoryName(const FText& InHoverCategoryName)
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2014-03-14 14:13:41 -04:00
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{
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2015-05-08 10:46:42 -04:00
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if(!HoveredCategoryName.EqualTo(InHoverCategoryName))
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2014-03-14 14:13:41 -04:00
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{
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HoveredCategoryName = InHoverCategoryName;
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HoverTargetChanged();
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}
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}
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void FGraphEditorDragDropAction::SetHoveredAction(TSharedPtr<struct FEdGraphSchemaAction> Action)
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{
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if(HoveredAction.Pin().Get() != Action.Get())
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{
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HoveredAction = Action;
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HoverTargetChanged();
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}
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}
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void FGraphEditorDragDropAction::Construct()
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{
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// Create the drag-drop decorator window
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CursorDecoratorWindow = SWindow::MakeCursorDecorator();
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const bool bShowImmediately = false;
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FSlateApplication::Get().AddWindow(CursorDecoratorWindow.ToSharedRef(), bShowImmediately);
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HoverTargetChanged();
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}
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2015-01-26 20:25:05 -05:00
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bool FGraphEditorDragDropAction::HasFeedbackMessage()
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{
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return CursorDecoratorWindow->GetContent() != SNullWidget::NullWidget;
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}
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2014-03-14 14:13:41 -04:00
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void FGraphEditorDragDropAction::SetFeedbackMessage(const TSharedPtr<SWidget>& Message)
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{
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if (Message.IsValid())
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{
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CursorDecoratorWindow->ShowWindow();
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CursorDecoratorWindow->SetContent
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(
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SNew(SBorder)
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. BorderImage(FEditorStyle::GetBrush("Graph.ConnectorFeedback.Border"))
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[
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Message.ToSharedRef()
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]
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);
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}
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else
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{
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CursorDecoratorWindow->HideWindow();
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CursorDecoratorWindow->SetContent(SNullWidget::NullWidget);
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}
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}
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574 https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
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|
|
void FGraphEditorDragDropAction::SetSimpleFeedbackMessage(const FSlateBrush* Icon, const FSlateColor& IconColor, const FText& Message, const FSlateBrush* SecondaryIcon /*= nullptr*/, const FSlateColor SecondaryColor /*= FSlateColor()*/)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
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|
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|
|
// Let the user know the status of making this connection.
|
2014-06-18 14:17:13 -04:00
|
|
|
|
|
|
|
|
// Use CreateRaw as we cannot using anything that will create a shared ptr from within an objects construction, this should be
|
|
|
|
|
// safe though as we will destroy our window before we get destroyed.
|
|
|
|
|
TAttribute<EVisibility> ErrorIconVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateRaw(this, &FGraphEditorDragDropAction::GetErrorIconVisible));
|
|
|
|
|
TAttribute<EVisibility> IconVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateRaw(this, &FGraphEditorDragDropAction::GetIconVisible));
|
|
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|
|
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574 https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
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TSharedRef<SWidget> TypeImage = SPinTypeSelector::ConstructPinTypeImage(Icon, IconColor, SecondaryIcon, SecondaryColor, TSharedPtr<SToolTip>());
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SetFeedbackMessage(
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2014-03-14 14:13:41 -04:00
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.Padding(3.0f)
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2014-06-18 05:04:59 -04:00
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[
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2015-01-30 11:24:47 -05:00
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SNew(SScaleBox)
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SNew(SImage)
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.Image( FEditorStyle::GetBrush( TEXT("Graph.ConnectorFeedback.Error") ))
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.ColorAndOpacity( FLinearColor::White )
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SNew(SScaleBox)
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[
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3130440)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3050029 on 2016/07/14 by Ben.Cosh
This modifies the blueprint instrumented compilation chain so only the the blueprint you compile and all dependencies are instrumented and the profiler is notified rather than waiting for event data.
#Jira UE-32063 - The blueprint profiler doesn't display any stats in the execution graph if no instance is placed in the current level.
#Proj BlueprintProfiler, Kismet, UnrelEd
- This also improves the execution graph UI, notifying the user that no instances are available to display data from.
Change 3101549 on 2016/08/25 by Maciej.Mroz
BP nativization: fixed FEmitDefaultValueHelper::HandleInstancedSubobject
https://udn.unrealengine.com/questions/308800/nativized-blueprints-newobject-call-uses-incorrect.html
Change 3101811 on 2016/08/25 by Ryan.Rauschkolb
BP Profiler: Fixed stack overflow crash when compiling blueprints with nested macros
#jira UE-34503
Change 3102478 on 2016/08/26 by Maciej.Mroz
#jira UE-35135 - Odin compiles with errors when using Blueprint nativization
BP Nativization:
- improved native cast
- improved bool handling
Change 3102944 on 2016/08/26 by Phillip.Kavan
[UE-33017] Don't include transient properties when generating property lists at cook time for optimized runtime Blueprint component instancing. Also ensure that deprecated properties are serialized during load/instancing at runtime.
change summary:
- modified FBlueprintComponentInstanceDataLoader to append 'PPF_UseDeprecatedProperties' to the FArchive port flags.
- modified FBlueprintComponentInstanceDataWriter to append both 'PPF_Duplicate' and 'PPF_UseDeprecatedProperties" to the FArchive port flags (to ensure consistency w/ the instancing side).
- switched the RecursivePropertyGatherLambda helper to a static class method instead
- modified the RecursivePropertyGather utility method to exclude transient properties.
notes:
- the primary cause of UE-33017 was that UBodySetup can "share" the ShapeBodySetup object across all instances, but the shared object is not owned by the CDO, it's owned by the archetype. this caused the archetype to differ from the CDO, which caused us to emit the transient property at cook time. thsi threw off the serialization offset between read/write FArchive passes at runtime. since transient properties are not serialized as part of the template, there's no need to include them in the generated delta property list, so as a fix, i'm just excluding them altogether.
#jira UE-33017
Change 3103692 on 2016/08/27 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3104266 on 2016/08/29 by Ben.Marsh
Add test script to native assets for QAGame.
Change 3104399 on 2016/08/29 by Ben.Marsh
Fix missing property warning in build script.
Change 3104419 on 2016/08/29 by Maciej.Mroz
#jira UE-35135 Odin compiles with errors when using Blueprint nativization
- Reduced number of DynamicCLass instance dependencies
- Fixed UDS default values dependencies
- Improved WeakObjPtr handling
- Improved const parameters handling
Change 3104474 on 2016/08/29 by Ryan.Rauschkolb
BP Profiler: Fixed issue where collapsed nodes that share a name with a parent class collapsed node can cause a stack overflow
#jira UE-35245
Change 3105605 on 2016/08/30 by Maciej.Mroz
Temp change: CIS Test
Change 3105738 on 2016/08/30 by Maciej.Mroz
UAT, CIS: testing NoRecompileUAT switch.
Change 3105800 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
- reverted NoRecompileUAT switch.
- testing nativization with -nocompileeditor flag and without -compile flag
Change 3106162 on 2016/08/30 by Maciej.Mroz
UAT, CIS, Nativization:
-NoSubmit flag added. Otherwise UAT files are singed (when they are used by other process). It causes an error.
- Ugly hack removed.
Change 3106261 on 2016/08/30 by Phillip.Kavan
[UE-34705] Gracefully handle tunnel node entry exec pins that aren't internally linked during BP profiler tunnel boundary mapping.
change summary:
- added FBlueprintFunctionContext::GetTunnelBoundaryNode() (uncheckedl variant).
- moved FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() impl into GetTunnelBoundaryNode().
- re-implemented FBlueprintFunctionContext::GetTunnelBoundaryNodeChecked() to call GetTunnelBoundaryNode() and then assert on the result.
- changed the FBlueprintTunnelInstanceContext::GetTunnelBoundaryNodeChecked() impl to override GetTunnelBoundaryNode() instead.
- modified FBlueprintFunctionContext::MapTunnelBoundary() to only process the entry case if the TunnelBoundaryNode result is valid. this way we simply skip tunnel boundary mapping if an entry path was not previously mapped (rather than assert).
#jira UE-34705
Change 3106478 on 2016/08/30 by Ben.Marsh
Include *.uasset files on builders running the NativizeAssets job.
Change 3107514 on 2016/08/31 by Ben.Cosh
This set of changes is the result of a full pass on the blueprint profiler heat interface to try and bring them into a usable state.
#Jira UE-33465 - Stat heat colors and heat wire traces need a quick pass to ensure they are working as expected.
#Jira UE-33309 - FlipFlop node breaks hottest path wire heatmap
#Jira UE-33650 - Blueprint heatwire effects do not work when touching user macros
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Jira UE-33701 - BP Profiler: Hottest path wire heatmap doesn't appear to be working
#Jira UE-33083 - BP Profiler - (Exclusive) pure node heatmap missing from some nodes
#Jira UE-34855 - BP Profiler - Update heatmap coloration when switching between Default/Custom thresholds
#Jira UE-32218 - BP Profiler: Clear "inclusive" time entries from "avg. time" row.
#Proj GraphEditor, Kismet, BlueprintProfiler,
Change 3108268 on 2016/08/31 by Ben.Cosh
Minor change from profiler review sessions to move macro timing to average stats.
#Jira UE-33706 - BP Profiler - Macro instances not colored or reporting time
#Proj Kismet
Change 3108991 on 2016/08/31 by Maciej.Mroz
UAT, CIS, Nativization: Test separate cooking and compiling
Change 3110097 on 2016/09/01 by Ben.Cosh
Minor update to the blueprint profiler mapping functionality to ignore disabled nodes and a fix for the max timing white glow bug.
#Jira UE-35377 - Blueprint macros highlighting white in profiler
#Jira UE-34973 - Remove Ghost Nodes
#Proj Kismet, BlueprintProfiler
Change 3114553 on 2016/09/06 by Dan.Oconnor
Support for TMap/TSet in blueprint variable editor panel
#jira UE-2114
Change 3116367 on 2016/09/07 by Dan.Oconnor
Fixed Function/Macro inputs/outputs list (had become cramped with my last change) + misc. fixes for new container types, fixes uninitialized members in FTerminalType
#jira UE-2114, UE-35676
Change 3116663 on 2016/09/07 by Dan.Oconnor
Fix for array functions showing up with TSet and TMap pins
#jira UE-2114
Change 3118259 on 2016/09/08 by Ryan.Rauschkolb
BP Profiler: Fixed Assert when profiling parent/child Blueprint
#jira UE-35487
Change 3119023 on 2016/09/09 by Maciej.Mroz
Manually integrated (from Odin branch) recent changes related to BP and nativization:
3115713 UE-35448
3117590 UE-35697
3117742 ODIN-577
Change 3119058 on 2016/09/09 by Maciej.Mroz
#jira UE-32841 GitHub 2574 : fix typos
#2574 https://github.com/EpicGames/UnrealEngine/pull/2574
Renamed function CustomNativeInitilize to InitializeNativeClassData and made it private.
Change 3119302 on 2016/09/09 by Maciej.Mroz
#jira UE-35584 Orion - nativized server crashes
Global variable for WITH_PERFCOUNTERS definition in UEBuildConfiguration.
Previously the same header could be compiled with the WITH_PERFCOUNTERS flag enadles and disabled (during a single compilation) .
Change 3119502 on 2016/09/09 by Mike.Beach
When building a deterministic UUID for latent nodes, we now use expanded nodes' origin (node) to avoid collisions (latent node in macros, etc.)
#jira UE-35609
Change 3119517 on 2016/09/09 by Ryan.Rauschkolb
Added blueprint editor settings option to display unique names for blueprint nodes
Change 3119602 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Added stats about nativized AnimBP
Mechanism to exlcude reducible AnimBP
Editor config option:[BlueprintNativizationSettings] bNativizeAnimBPOnlyWhenNonReducibleFuncitons=false
Change 3119615 on 2016/09/09 by Maciej.Mroz
Missing change (should be part of cl#3119602)
Change 3119619 on 2016/09/09 by Maciej.Mroz
#jira UEBP-214 Implement Solution for Nativized AnimBlueprints Size Reduction
Excluding all AnimBP from Orion nativization.
Change 3120752 on 2016/09/12 by Maciej.Mroz
#jira UE-35051 [CrashReport] UE4Editor_BlueprintNativeCodeGen!FBlueprintNativeCodeGenModule::GenerateSingleAsset()
Removed unnecessary ensure
Change 3121354 on 2016/09/12 by Dan.Oconnor
Fixed variable type width, required for TMap's extra combobox.
Change 3121626 on 2016/09/12 by Phillip.Kavan
[UE-35456] Fix crash on right-click in components tree view after copying one or more BSP actors to clipboard.
Note: This applies to the components tree view in both the Blueprint editor and the Level editor's Actor details panel.
change summary:
- modified FComponentObjectTextFactory::CanCreateClass() to exclude Actor/Component subtypes that are not Blueprint-compatible (e.g. ABrush).
#jira UE-35456
Change 3122712 on 2016/09/13 by Maciej.Mroz
#jira UE-35714 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::GetArrayPins() [k2node_callarrayfunction.cpp:141]
Replaced "check" with "ensure".
Change 3124398 on 2016/09/14 by Maciej.Mroz
More strict BP validation in UBlueprintThumbnailRenderer::Draw
#jira UE-35705
Change 3124405 on 2016/09/14 by Maciej.Mroz
#jira UE-35110 Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints
Function Libraries are properly added to dependencies list while nativization.
Change 3124667 on 2016/09/14 by Maciej.Mroz
#jira UE-35262 Incompatible pins give generate warning, when error is necessary.
Fixed incompatible pins validation.
Change 3125245 on 2016/09/14 by Phillip.Kavan
[UE-33674] Fix missing stats for the ForEachElementInEnum node type in the Blueprint profiler tree view.
change summary:
- modified FScriptEventPlayback::Process() to not allow intermediate node exit pins to pollute the current trace path
- modified FBlueprintFunctionContext::DetermineGraphNodeCharacteristics() to handle the UK2Node_ForEachElementInEnum type as a special case and account for extra loop iterations in the sample frequency computed at mapping time
- exported UK2Node_ForEachElementInEnum::InsideLoopPinName and EnumOutputPinName string constants
#jira UE-33674
Change 3126211 on 2016/09/15 by Maciej.Mroz
#jira UE-36016 Struct pin can be connected to Object pin without error
Change 3126393 on 2016/09/15 by Maciej.Mroz
#jira UE-35936
Replace "check" by "ensure".
Change 3126623 on 2016/09/15 by Maciej.Mroz
#jira UE-35816 User defined struct array resets to defaults in blueprint after updating the struct
STRUCT_SerializeFromMismatchedTag is not necessary to serialize structure when guids match. Anyway STRUCT_SerializeFromMismatchedTag sholud precede SerializeFromMismatchedTag().
Change 3127288 on 2016/09/15 by Mike.Beach
Making the script VM overhead and native time stats threadsafe (to account for threaded anim Blueprints in Orion).
Change 3127375 on 2016/09/15 by Mike.Beach
Making sure Blueprint classes inherit the super's ClassConfigName properly (inherit the ID instead of the filename).
Change 3127381 on 2016/09/15 by Mike.Beach
Removing an overzealous ensure that certain users were hitting when a loading array property wasn't fully filled out yet (confirmed that it was populated with the proper objects by the end of the load).
Change 3127476 on 2016/09/15 by Dan.Oconnor
Build fix
#jira UE-36073
Change 3128335 on 2016/09/16 by Maciej.Mroz
#jira UE-36075 Odin: BP_DefaultHand and BigBotCharacter blueprints fail to compile
Fixed broken BP assets.
Change 3128589 on 2016/09/16 by Mike.Beach
Fixing a static analysis CIS warning (duplicated condition).
Change 3128630 on 2016/09/16 by Dan.Oconnor
Re-fix with engine version set
Change 3129338 on 2016/09/16 by Dan.Oconnor
=FScriptSet/FScriptSetHelper fleshed out (Add, Remove, and Find implemented)
+SetParam implemented for marking up sets for primitive Set functions (to be checked in once completed as BlueprintSetLibrary)
#jira UE-2114
[CL 3131171 by Mike Beach in Main branch]
2016-09-19 16:14:06 -04:00
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TypeImage
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2015-01-30 11:24:47 -05:00
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2014-03-14 14:13:41 -04:00
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Copying //UE4/Dev-Niagara to //UE4/Dev-Main (Source: //UE4/Dev-Niagara @ 4074996)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3853627 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse VectorVM
#tests non-gpu auto tests pass
Change 3853628 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse Runtime
#tests all non-gpu auto tests pass
Change 3853629 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse Engine\Shaders
#tests all non-gpu auto tests pass
Change 3853630 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse Engine\Plugins\FX
#tests all non-gpu auto tests pass
Change 3853631 by Shaun.Kime
Jonathan's material function from Orion\DevNiagara
#tests all non-gpu auto tests pass
Change 3853633 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse EngineTest
#tests all non-gpu auto tests pass
Change 3853911 by Shaun.Kime
GPU rendering now works
#tests GPU tests now pass
Change 3854179 by Shaun.Kime
Removing dead system
#tests now just with a warning
Change 3854731 by Shaun.Kime
Checkpointing current work
#tests n/a
Change 3855080 by Shaun.Kime
Fixing not all control paths return a value error
#tests n/a
Change 3856185 by Bradut.Palas
MultiStack with pinning support.
#jira UE-53459
#tests none
Change 3856615 by Shaun.Kime
Preventing a null pointer dereference when copying unallocated data
#tests auto tests pass
Change 3856622 by Shaun.Kime
Getting rid of the bogus get alias method
#tests auto tests pass
Change 3856644 by Shaun.Kime
Adding the ability to query the number of filtered triangles, index those triangles directly, and compute the position, velocity, UV, and NBT of a triangle.
#tests all auto tests now pass
Change 3856645 by Shaun.Kime
Added several new auto tests and tweaked existing ones.
+ PerParticleRandom still had some randomness in it
+ UserColorCurve has a user color curve defined in 3 different components referencing the same system
+ BasicSkinnedEmitter has 4 skinning sub-tests, attached as a subcomponent, referencing a world skeletal mesh, using a material filter, and using a bone filter
+ added a skinning module that spawns based off exec index and a data interface that queries the number of triangles on a skeletal mesh.
#tests auto tests pass
Change 3856675 by Shaun.Kime
Fixing crash on delete of an emitter
#tests removed one and multiple emitters from active multi-emitter. No crash
#jira UE-54378
Change 3860613 by jonathan.lindquist
New dynamic input
Change 3862549 by Shaun.Kime
Missing last known good images
Change 3864525 by Simon.Tovey
Fix for vm compiler crash when using structs as constants.
#tests No longer crashes.
Change 3864729 by Frank.Fella
Sequencer - Fixed a few places which were modifying sequencer data, but not calling the NotifySequencerDataChanged.
Change 3864737 by Frank.Fella
Niagara - Fix the timeline in the niagara editor plus other fixes.
+ Turned on looping in the timeline by default.
+ Added simulation options to control playback in the editor, including turning off auto-play, disabling reset on change, and disabling resimulation when changing while paused.
+ Added a buttons to the timeline for each renderer an emitter has which shows a renderer specific icon and will allow navigation directly to the renderer with future stack changes.
+ Fixed issues in the emitter life cycle and spawn rate modules which were preventing delay and looping from working consistently. (includes auto-test)
+ Added top level metadata for modules.
+ Added the ability to add metadata to a module and it's inputs to allow it to be edited directly using timed sections in the timeline. Currently configured for the emitter life cycle module.
+ Changed the way the "MaxSimTime" on niagara component works so that it now represents the maximum frame time which should be used when seeking the component to the desired age. This previously was the maximum amount of simulation time to run which would prevent simple effects from simulating quickly, and would also allow more complicated effects to hang the UI while seeking.
+ Changed the behavior of niagara component when seeking to desired age so that it always uses the exact specified seek delta instead of trying to seek to the exact desired age.
+ Fixed the component so that systems which are seeking to the desired age in the editor no longer draw in fast forward mode.
+ Changed the default playback range for effects in the timeline from 1000 seconds to 10 seconds, and fixed the timeline so that the playback range is serialized into the asset which will persist the setting across loads.
+ Fixed scrubbing in the timeline so that it doesn't immediately reset when scrubbing backwards.
+ Added a button to the timeline track for enabling and disabling isolation mode for emitters.
+ Added a checkbox to the timeline to enabled and disable emitters from the timeline.
+ Fixed PinToNiagaraVariable so that it asserts if bNeedsValue is specified and it can't actually provide a value.
+ Create a class called FNiagaraStackFunctionInputBinder which allows binding to an input of a function on a stack so that you can easily set and get the value of the input without having to worry about modifying the graph or rapid iteration parameter sets directly.
#tests Existing auto-tests and 1 new test for life cycle changes.
Change 3867179 by Frank.Fella
Niagara - Turn off GPU simulation for test assets for Shaun.
Change 3869201 by Simon.Tovey
Bypassing JonLs issue
#tests no longer crashes.
Change 3869897 by Frank.Fella
Niagara - Fix crashes when using the skeletal mesh data interface. NOTE: The change to the actual skeletal mesh data interface code doesn't seem needed, but without it, it crashes with the stomp allocator on. We'll have to investigate further.
Change 3870487 by Frank.Fella
Niagara - Always generate cached skin data immediately, and make sure we're not indexing triangles that don't exist. This is a temporary fix to avoid a crash when changing the skeletal mesh source on an effect in the level from the details panel.
Change 3877378 by Frank.Fella
Niagara - Update the burst and lifecycle modules with new metadata for incoming timeline changes.
Change 3877564 by Frank.Fella
Sequencer - Fix a few more places which were modifying sequencer data without calling NotifyMovieSceneDataChanged.
Change 3877565 by Frank.Fella
Niagara - Remove old unused burst code from some runtime classes.
Change 3877567 by Frank.Fella
Niagara - Add support for keying bursts on the timeline which is configured using script metadata.
Change 3877699 by Frank.Fella
Niagara - Fix a crash in the new timeline code for when you have bursts, but you have inputs on the emitter lifecycle bound, also set lower bound of view range of the timeline to be -.1 so that you can more easily interact with keys at 0.
Change 3877715 by Frank.Fella
Sequencer - Update the change type when pasting keys from the clipboard from Unknown to TrackValueChanged to avoid unnecessary work. From code review on last change.
Change 3879285 by Simon.Tovey
A couple of fixes for using struct constants
#tests Jon's case now compiles and works correctly.
Change 3879378 by Frank.Fella
Niagara - Fix a few spots where recursive graph traversal was visiting nodes multiple times because of diamonds in the pin connections. This reduces a terrible hang in UNiagaraScriptSource::InitializeNewRapidIterationParameters from 5 minutes to 5 seconds but there are futher issues to investigate becasue even 5 seconds it too long.
Change 3879858 by Shaun.Kime
Moved the VM script compilation to the DDC in order to facilitate better team compilation behavior. Significant changes to the translator and overall compile workflow to make the data behave better for a future multi-threaded compilation path.
In order to know when to compile, a key is generated that uses the compile id's of the graphs that influence the compilation of our node. In this way, if an end user goes and edits a function or module and checks in, the overall compile id will not match b/c that function is in the dependency list of a system downstream. The system will then know to recompile. However, everyone else on the team will generate the same key because the asset in question was checked in with its local compile id already changed.
Additionally, we now employ change tracking on traversals from a node graph. These traversals walk through all the nodes leading to a given output node and see if they've been altered. If they have, a new compile id is generated. If not, the old compile id is used. This also means that if you edit a particle update section in the stack, the emitter section won't force the system to recompile.
GPU scripts now have their own script slot rather than riding alongside particle spawn scripts. This allows us to address them independently in the translator and put them in the DDC as well. Once the text is generated, we then go back out to the DDC to generate the shader associated.
Known issues:
+ Emitters are sometimes marked dirty on open
+ Nodes connected to event writes aren't part of the hashing
+ DataInterface signature changes don't dirty the compiles
+ Struct changes don't dirty the compiles
+ On system loading, we go out to the DDC instead of using existing scripts, which is slower..
#tests all auto-tests pass, additional tests run to validate proper behavior
Change 3879859 by Shaun.Kime
Content update post DDC change
Change 3879862 by Shaun.Kime
Niagara plugin content to ddc
Change 3879958 by Frank.Fella
Niagara - Actually fix the bad recursion in this function by using the existing traversal method.
Change 3881727 by Damien.Pernuit
Niagara - Houdini - Created a separate plug-in for the Houdini CSV Data Interface.
Change 3881877 by Simon.Tovey
Fix for mac compile issue
Change 3882773 by Simon.Tovey
Actual fix for Mike
Change 3882822 by Shaun.Kime
Rather than throw a check, I instead emit an error when we can't match up a data interface and instantiate a CDO version. Not perfect, but this will let you recompile.
#tests allows me to open jonathan's file
Change 3883538 by Shaun.Kime
Moving particle-level scripts to compile with the emitter named Emitter in their internal scripts. This simplifies the dependencies quite a bit, but causes some complexity on the wiring side (most of which we were already doing anyway).
Getting rid of some allocations in translation (still more to go).
Fixed some of the logic for emitters that had modules of the same name to now properly concatenate.
Compile version bumped, so all scripts will be forced to recompile. Not saving this into the test files for now, as I expect this to happen a bit for the near term.
#tests all auto-tests pass, creating a new emitter and system on PC works
Change 3883552 by Shaun.Kime
Fixing renaming to work properly now. It just invalidates the system script compile id's, forcing it to auto-compile.
#tests auto-tests pass
Change 3884722 by Bradut.Palas
Added searchbar with basic name search for Niagara stack
#tests none
#jira UE-53469
Change 3884793 by Shaun.Kime
Adding pragma once
#tests no longer complains about duplicate definition
Change 3885629 by Wyeth.Johnson
Setting up a transient meshrotation framework pre-integration
Change 3887440 by Wyeth.Johnson
Custom HLSL failure for Shaun
Change 3888911 by Bradut.Palas
stack search box now has a minimum width of 300 pixels
#tests none
Change 3890843 by Shaun.Kime
Creating a Niagara quaternion type.
#tests created in editor, saw default was correct, carried through to VM runtime through attribute viewer
Change 3890849 by Shaun.Kime
Porting over 4.19 fix to Dev-Niagara
#tests allows creation of valid scripts even when ini is cleared.
Change 3891088 by Frank.Fella
Sequencer - When getting selected tracks for the external selection api, include tracks if any of their child nodes are selected. This matches the behavior object guid external selection.
Change 3891114 by Bradut.Palas
Fixing crash that sometimes happens if a stack tree changes while a stack search is active
#tests none
Change 3891131 by Frank.Fella
Sequencer - Move section headers for bool, int, vector, and color to the public directory so they can be used by the niagara level sequence integration.
Change 3891165 by Wyeth.Johnson
error for shaun
Change 3891354 by Shaun.Kime
Adding Quat struct to more locations. Now treated like hlsl float4.
#tests EulerToQuaternion now compiles
Change 3891463 by Bradut.Palas
Fix crash that sometimes happens when deleting module and hitting Ctrl-Z to undo (the condition for removing the listeners from the rootentry should not be tied to the validity of weak pointers for system and emitter, because sometimes they are out of sync when changing the graph)
#tests none
Change 3891641 by Wyeth.Johnson
resave node
Change 3893143 by Shaun.Kime
Fixing issue where you try to bind a vertex color sampler to a mesh without it. We failthe binding rather than crash due to a check later. Also fixed up error logging to only mention the one that failed.
#tests can open NiagaraSystem'/Game/FX/SkeletalMeshDissolve/EmittersAndSystems/FightSceneDissolve.FightSceneDissolve' with an error..
Change 3893528 by Bradut.Palas
fix another crash when search results are invalidated during search
#tests none
Change 3893830 by Shaun.Kime
Fix for copy & paste of comment boxes
#tests can now copy and paste comment boxes
Change 3894012 by Bradut.Palas
no longer executing search tick if the rootentry is null
#tests none
Change 3894828 by Frank.Fella
Niagara - Runtime changes to support sequencer animation
+ Reset the simulation when force solo is changed on the component.
+ Invalidate the render data and clear the buffers when resetting to avoid previously rendered particles from drawing.
+ Automatically sync the override parameters in the component when the source assets exposed parameters change and removed forced syncing from various places.
+ Remove lots of refresh code from the niagara component details which should not be neccessary anymore.
#TESTS Ran autotests, tested through the UI while building the sequencer tests asests.
Change 3894832 by Frank.Fella
Niagara - Level sequence support for spawning and animating system life cycle and select user parameter types.
#Tests Ran existing tests and added a new test to verify added functionality.
Change 3896944 by Bradut.Palas
safeguard entries with no search items (it actually can be null)
#tests none
Change 3896948 by Bradut.Palas
Fix assert when dereferencing source array (no need for a raw pointer to the array since it's initialized with the content anyway)
#tests none
Change 3896950 by Bradut.Palas
fix compile error with previous commit
#tests none
Change 3897698 by Frank.Fella
Niagara - Fix some safety issues with parameter initialization on the niagara component.
+ Kill the current system if we synchronize parameters to avoid issues with data interface lifetime.
+ Always sync parameters when the asset is set to prevent missing data interfaces in the override list.
+ Add an enum to control how data interface parameters are handled when calling CopyParametersTo.
+ When the system instance is copying the asset parameters, have it copy data interfaces by reference so that it's not creating data interfaces copies which will be deleted at the next garbage collection.
#Tests Auto-tests, also doesn't crash anymore when opeining Jonathan's disolve effect and then opening a level.
Change 3897953 by Frank.Fella
Niagara - Remove some namespace restrictions from the code that generates the available parameters to read from in the stack UI since it was preventing the use of custom namespaces in modules and it was not clear what issue it was solving since we already prevent scripts from addressing parameters from lower level scripts. Also move user parameters to their own menu section.
#Tests Custom namespaces are usable again in the stack.
Change 3898926 by Bradut.Palas
Fix for crash caused by garbage collection and async search
#jira UE-55284 (Stack search doesn't work on collapsed entries) now searching through unfiltered children, will need extra fixes on the stack to eliminate "ghost" results"
Both are still under code review, submitting because they are simple to rollback and harmless to other features.
#tests none
Change 3899069 by Shaun.Kime
Parallel compilation
Major changes:
Rather than a custom streaming version that we know influences a rebuild, I'm moving away to a guid that you need to regenerate if you change the compiler in any meaningful way
needed for multiple reasons,
1) if two people are making changes to the compiler, having something other than a guid as the value makes the content of the ddc ambiguous
2) when iterating I often need to make multiple changes to get to a working final result, bumping the version number each time that happens gets old fast
We fully clone the input graph to do the compile in the background. While the translation step is not a huge amount of time, it keeps the main thread responsive.
We currently have a big critsec around the crosscompiler to bytecode as it isn't threadsafe. Future changes will push this to the ShaderCompilerWorker.
#tests all tests pass as well as stress tests around saving while compilng, long compile times, etc.
Change 3899071 by Shaun.Kime
Fixing the availability flags for system and emitter scripts.
#tests all auto tests pass
Change 3899077 by Shaun.Kime
Fixing assets to have their wait on compile finished checkbox checked in the editor for testing
#tests n/a
Change 3899114 by Wyeth.Johnson
Random bool custom hlsl node
Change 3899184 by Bradut.Palas
implemented categories for module inputs (now inputs can be assigned a category in the module editor and they will be grouped by those categories in the Niagara stack)
#tests none
Change 3899329 by Bradut.Palas
fix broken commit by adding missing new files NiagaraStackInputCategory.cpp and .h
#tests none
Change 3899439 by Yannick.Lange
Niagara reroute node.
Change 3899516 by Shaun.Kime
Official angle conversion modules.
#tests made a local test emitter that converted back and forth between angles. Results were correct.
Change 3900193 by Shaun.Kime
Fixing build
#tests now compiles
Change 3900474 by Shaun.Kime
Fixes to help Mac compile
#tests n/a
Change 3901131 by Simon.Tovey
Warmup feature.
CPU Sim only.
Also has ability to advance simulation by tick count or seconds via BP/C++.
Includes some engine tests.
#tests editor + autotests
Change 3901455 by Frank.Fella
Niagara - Add WITH_EDITORONLY_DATA to prevent non-editor compile failures.
Change 3902477 by Frank.Fella
Niagara - Fix FNiagaraEditorTypeUtilities to be a thread safe TSharedFromThis since it's always created with a thread safe shared pointer, also fix up issues related to this change. Fixes a crash which occurrs when it's the target object of a delegate binding.
#Tests adding a curve data interface to a parameter collection no longer crashes.
#jira UE-55403
Change 3903478 by Shaun.Kime
No longer doing the check if compiling on load is enabled as this always forces different change ids'
#tests n/a
Change 3903783 by Shaun.Kime
Trimming down excess log spew
#tests auto-tests pass
Change 3905753 by Shaun.Kime
Made Sine(Degrees), Sine(Radians), and Sine, and the variants thereof for trig functions.
#tests n/a
Change 3905759 by Shaun.Kime
Auto tests for mesh orientation
#tests these now pass
Change 3905762 by Shaun.Kime
These files needed to be resaved for some reason to keep passing.
Change 3906727 by Bradut.Palas
Curve UX improvements
#jira UE-55134
#tests none
Change 3908177 by Shaun.Kime
Fixing build due to typo
#tests now compiles
Change 3908199 by Shaun.Kime
Trying to fix compilation when destroying objects. We cannot safely attach anything beneath us at this point ,we just need to clear out the queues.
#tests normal work day-to-day
Change 3908201 by Shaun.Kime
Working to fix crashes where the component was destroyed out from underneath us due to PIE shutting down and we have a Niagara item editable in Blueprint or world editor.
#tests n/a
Change 3908985 by Bradut.Palas
Renaming ColorCurveAsset to CurveAsset to better reflect the actual usage of the variable (fixing copy-paste issue)
#tests none
Change 3909222 by Yannick.Lange
Niagara graph connection colors
Change 3909436 by Bradut.Palas
fix crash in curve ux when importing a linear curve (curve of floats)
#tests none
Change 3909561 by Bradut.Palas
Updating LUT before sending NotifyPostChange when editing curves inline (so that LUT will not go out of sync)
#tests none
Change 3910010 by Yannick.Lange
Use new Niagara Actor icon
Change 3910191 by Yannick.Lange
Fix viewport widget showing up in the viewport when pressing W, E or R.
#jira UE-55142
Change 3910213 by Frank.Fella
PropertyEditor - PropertyRowGenerator - Added features and fixes to support integration into niagara's stack view.
+ Added a method to get filter/search strings for an IDetailTreeNode to support external searching and filtering.
+ Added a delegate to the layout builder for when one of it's owned nodes has it's visibility forcibly changed by a customization.
+ Changed the filtering so nodes are generated for properties marked as advanced.
+ Pass the notify hook down to the detail utilities so that change notifications work as expected.
+ Add layout data for the widgets returned from the IDetailTreeNode to prevent alignment and sizing issues in custom implementations.
Change 3910307 by Frank.Fella
PropertyEditor - Missed in last checkin.
Change 3910509 by Frank.Fella
Niagara - Removed nested details panels from the stack and integrate them properly plus other fixes.
+ Generate rows for nested objects using the details panel property row generator.
+ Fix the horizontal sizing for niagara parameter editors.
+ Add an IsValid() method to the base niagara stack entry so that derived classes can know if the associated view models are still valid when processing events. This is a temporary measure to fix a crash in the user parameter UI.
+ Set stack entries to be expandable by default and delete usages which were setting it to true.
+ Highlight the active search result with a border since property rows can't highlight text.
Change 3911653 by Frank.Fella
Niagara - Fix stack spacer sizing.
Change 3911667 by Frank.Fella
PropertyEditor - Actually fix the notify hook handling in the property row generator.
Change 3911896 by Yannick.Lange
Niagara function input context menu.
Change 3911900 by Yannick.Lange
Project setting for not showing comment bubbles.
Change 3911996 by Yannick.Lange
Niagara fix if node persistent guids for older nodes. The OutputVarGuids are always synced on PostLoad.
Change 3912221 by Wyeth.Johnson
Renderer Icons for timeline
Change 3912608 by Bradut.Palas
stack style refactor
#jira UE-55399
#tests none
Change 3913063 by Wyeth.Johnson
Icons for stack added, including new system param png
Change 3913618 by Shaun.Kime
Fixing two of the most common Illegal call to StaticFindObject() errors while compiling.
#tests ran through compilation after changes.
Change 3914369 by Bradut.Palas
Using new SystemParams.png icon provided by Wyett (instead of the old "Parameters.png")
#tests none
Change 3914782 by Wyeth.Johnson
Adjusting icon for update to not indicate "flow"
Change 3915738 by Shaun.Kime
Moving away from the generic and super-slow EdGraphSchema ShouldAlwaysPurgeOnModification being true to using the same mechanism we use to invalidate the compile to synchronize nodes. This should be substantially faster.
#jira UE-55463
#tests ran through a variety of tests creating and wiring nodes
Change 3915739 by Shaun.Kime
Assignment nodes need to invalidate the graph for compile.
Change 3915741 by Shaun.Kime
Making default values more accessible and making it possible to route renderers to use different values than the defaults.
#tests n/a
Change 3915798 by Frank.Fella
SearchBox - Add options to show the number of search results and an option to show a throbber when a search is active.
Change 3915966 by Shaun.Kime
Changing the default for velocity to 0,0,0 as requested by Wyeth
#tests n/a
Change 3915982 by Shaun.Kime
Making the default text more readable
#tests n/a
Change 3916237 by Frank.Fella
PropertyEditor - Change the DetailCategoryBuilderImpl so that it sets the horizontal alignment to fill for value widgets when generating stand alone widgets so that the behavior in the property row generator matches the behavior of the property grid.
Change 3916240 by Frank.Fella
Niagara - Should prevent some recent crashes due to stack entry delegates and lifetime.
Change 3916261 by Frank.Fella
Niagara - Lots of minor stack ui fixes and adjustments
+ Tweaked padding in a bunch of different places.
+ Added a dark background behind the stack and stack header to prevent the colors from bleeding together.
+ Fixed the group text not being white anymore.
+ Hooked up new features of the search box for showing the search result data and an is searching throbber.
+ Fixed an issue where the current search result couldn't be interacted with.
+ Fix some other inconsistencies with searching where you might jump more than one result.
+ Replace the checkbox for showing curve in the curves tab with an icon based button. (icon is placeholder)
Change 3916833 by Shaun.Kime
Fixing issue where the system wasn't set to wait for compilation on load, sometimes leading to failures for auto-tests
#tests this test now passes when forced to recompile
Change 3916846 by Shaun.Kime
Missed one system in the scene.
#tests n/a
Change 3917458 by Shaun.Kime
Fixing another potential race condition on the DDC.
#tests n/a
Change 3918349 by Frank.Fella
Niagara - Invalidate the node visuals when reallocating pins.
#Jira UE-55698
Change 3918783 by Olaf.Piesche
Correct 'temp' to 'Temp' in map set
Change 3919262 by Shaun.Kime
We weren't properly updating the default values for user data interface components when tweaked in the editor.
#tests open skinned mesh auto test system change the preview for the user skinned mesh to be SK_Mannequin_Niagara. It now updates, it didn't before.
Change 3919602 by Shaun.Kime
Fixing the skeletal mesh to now clamp to the end of the index buffer for safety as well as adding IsValidTriCood. This lets us keep going even when swapping out the skeletal mesh underneath.
Tested out isvalidtricoord in the test skinning module.
#tests auto tests pass
#codereivew simon.tovey
Change 3921701 by Yannick.Lange
Make Vector2 and Vector4 default blue color to be consistent with blueprints.
Change 3922331 by Damien.Pernuit
Niagara - Houdini - Added support of CSV File as UAsset (HoudiniCSV)
Modified the Data Interface to use the CSV asset instead of the imported buffers from the CSV File Path.
Added some new functions to the DI:
GetLastParticleIndexAtTime()
GetCSVPositionAndTime()
GetCSVVectorValue()
GetCSVFloatValueByString()
Change 3923118 by Simon.Tovey
PS4 compile fix.
Change 3924934 by Bradut.Palas
fix Mac compile issues
#jira UE-55426
#tests none
Change 3925168 by Bradut.Palas
Curve logspamming
#jira UE-55593
#tests none
The UpdateCompiledDataInterfaces would end up comparing LUTs when copying curves and the source LUT was out of date.
Change 3925366 by Frank.Fella
Slate - SMenuAnchor - Fix the implementation of "BelowRightAnchor" to align the right edge of the menu with the right edge of the anchor. There aren't any other usages of this in the engine as far as I can tell, hopefully people weren't relying on the broken behavior in a game somwhere.
Change 3925423 by Frank.Fella
Niagara - Remove the large add buttons from the stack and add smaller add buttons in the group headers.
Change 3925877 by Olaf.Piesche
New collision modules, separating query, linear and angular impulse; Solve forces and velocity takes care of integrating f->v->p and fA->vA->O; linear impulse module would probably be cleaner by zeroing velocity on collision and calculating a force instead of setting new velocity directly
Change 3926582 by Simon.Tovey
PS4 compile fix
Change 3927401 by Shaun.Kime
Fixing events due to added member
#tests all tests pass as of 3925423 with this change
Change 3927496 by Shaun.Kime
Getting auto-tests to run
Questions: Why did I have to recompile the GPU tests... something is missing in their key generation?
Resaved several files.
#tests almost all pass now
Change 3927582 by Shaun.Kime
Fixing last failing auto test
#tests all tests now pass
Change 3927924 by Simon.Tovey
Chunk level vm parallelism.
Any execution processing > batch_size chunks will go wide.
The batch size is 4 currently but adjsutable via vm.ParallelChunksPerBatch.
VM parallelism can be disabled by vm.Parallel 0
Change 3927990 by Shaun.Kime
Submitting redirector
Change 3928426 by Frank.Fella
Niagara - Always propagate rapid iterations parameters when merging an emitter.
Change 3929823 by Frank.Fella
Niagara - Fix hlsl generation for system/emitter spawn script so that we read the engine and user parameters from the data set instead of initializing them to 0.
#Tests Full recompile + auto-tests
Change 3929983 by Simon.Tovey
Curve LUT Interpolation
+ updated test altered by it.
Change 3930551 by Frank.Fella
Niagara - Fix what looks like a copy/paste error in the SNiagaraSelectedEmitterGraph destructor which was preventing clean removal of delegates and causing a crash.
#Tests closing the "Selected Emitter Graph" tab and then changing the selected emitter no longer crashes.
Change 3932695 by Damien.Pernuit
Niagara - Houdini:
Houdini CSV Asset:
- Packed vector values in the CSV file are now properly supported (not just for Position/Normal) and can be of any size.
- Added support for reimporting Houdini CSV files.
- Added an "open in text editor" entry in the context menu.
- Improved error/warning logging during the parsing of the file
Houdini Niagara Data Interface:
- Added GetParticleIndexesToSpawnAtTime():
New helper functions returning the min index, max index and number of particles to be spawned for a given time value.
Uses an internal LastSpawnIndex to avoid spawning the same particles twice.
- Modified GetLastParticleIndexAtTime():
If the CSV file doesn't have time informations, returns false and set the LastIndex to the last particle
If desiredTime is smaller than the first particle, LastIndex will be set to -1
If desiredTime is higher than the last particle in the csv file, LastIndex will be set to the last particle's index
Change 3933425 by Shaun.Kime
Made the spreadsheet debugger capable of capturing in-world systems as long as they are solo'ed.
#tests have been running with it for several days, debugging real-world assets stably
Change 3933986 by Frank.Fella
Niagara - Fixed a bug with merging where added dynamic inputs which changed names could end up with the wrong rapid iteration parameters. Also fixed an issue where added dynamnic inputs would be renamed when they didn't need to be.
#Tests Engine tests and fixes custom repro.
Change 3934052 by Frank.Fella
Niagara - Added a console command to dump rapid iteration parameters for a system or emitter asset.
Change 3934436 by Simon.Tovey
Fixes for sprite VF depth test failure issue
Change 3934658 by Frank.Fella
Niagara - Make disabled modules visually distinct.
#Tests General stack use.
Change 3935383 by Shaun.Kime
Fixing mac compile errors
#tests n/a
#jira UE-55911
Change 3935420 by Yannick.Lange
Niagara parameter UI first version.
Change 3935482 by Yannick.Lange
Add missing files for parameters
Change 3935591 by Shaun.Kime
more macos compile
#tests na
Change 3935637 by Shaun.Kime
Reverting to prior behavior
#tests na
Change 3936541 by Yannick.Lange
Remove the merge up menu entry for set variables module items.
Change 3936841 by Wyeth.Johnson
Bool comparison dynamic input
Change 3936895 by Simon.Tovey
A few perf improvements and fixes to the SetSolo transfering between solo and batched so all lightning sims can run batched after they're warmded up.
Change 3936899 by Simon.Tovey
Missed a file
Change 3937178 by Krzysztof.Narkowicz
Fixed bHasSkipOutputVelocityParameter for shaders without PreviousLocalToWorldMatrix (e.g. particles)
#jira UE-50914
Change 3937222 by Yannick.Lange
Random event spawn
Change 3937292 by Yannick.Lange
Fix Adding a new parameter then renaming it the default name deletes the new parameter
#jira UE-55994
Change 3938472 by Yannick.Lange
Fix new parameters in emitters saving by using the editable emitter.
Change 3938474 by Yannick.Lange
- Store graphs as weak object pointers in the parameter UI.
- Allow right mouse menu on parameters in the system toolkit.
- Refresh only the parameter actions when deleting an entry instead of refreshing the graphs aswell.
Change 3938525 by Yannick.Lange
Fix creating an unique FName every tick for parameterstores by using a FString instead.
Change 3938596 by Shaun.Kime
Macos compile
#tests n/a
Change 3939362 by jonathan.lindquist
Adding a new Component Spacing input to the debug value functions. This will allow users to make better use of space when debugging values.
Change 3939365 by Shaun.Kime
Back out changelist 3936895 and 3936899
Leaving in some changes around stats as they should be harmless.
These changes were removed b/c they added poor perf to Jonathan's dissolve effect and also caused multiple tests to fail in engine tests.
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939367 by jonathan.lindquist
Adding greyscale output
Change 3939368 by jonathan.lindquist
Changing the pin order
Change 3939377 by Shaun.Kime
Allows the unnormalized lut table flag to be copied over
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939379 by Yannick.Lange
Rename FParameterStore Name to DebugName to prevent loading a FName into a FString with existing assets.
Change 3939382 by Shaun.Kime
Adding the ability to have a default curve index with a custom switch node.
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939383 by Shaun.Kime
Converting existing curves over to using the new default pin
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939501 by Shaun.Kime
Submitting missing files
#tests n/a
Change 3939580 by Wyeth.Johnson
Default curve indexing to three more DIs
Change 3940122 by Yannick.Lange
Parameters view: - Jump to new parameter added and request rename for new parameter.
- Remove adding parameters to the parameterstore when a pin is requested.
- Only show make new parameters in the dropdown to add a new parameter.
- Use Sections of UI as types instead of int32.
Change 3940214 by Bradut.Palas
fix crash when rename skeletal mesh user variable
#jira UE-55236
#tests none
Change 3940215 by Bradut.Palas
undo not working in graph editor
#jira UE-55466
#tests none
Overriding the BreakPinLinks methods to include a transaction
Change 3940250 by Bradut.Palas
Creating stats tab in module toolkit to show LastOpCount
#tests none
Change 3940251 by Bradut.Palas
#jira UE-55684 create inline menus for stack
#tests none
Change 3940262 by Simon.Tovey
Back out changelist 3939365 with fixes
Tests all now pass
Change 3940333 by Shaun.Kime
Nullptr check
#tests n/a
Change 3940338 by Krzysztof.Narkowicz
Niagara sprite particles - implemented get previous position in order to fix sprite particle motion vectors
#jira UE-52865
Change 3940407 by Yannick.Lange
Create pin on map get and set node when dragging without recompiling the graph.
Change 3940534 by Shaun.Kime
Making sure that collision returns defaults of 0 if nothing was found.
#tests auto-tests that have been passing still pass
Change 3940709 by Simon.Tovey
Temp hacks for the skeletal mesh painting issues.
Change 3940960 by Yannick.Lange
Only build parameter menu once when graphchanged is called multiple times in a frame.
Also use the existing metadata from graph to build the parameter menu, because the metadata already looped through all nodes and pins.
Change 3941019 by Yannick.Lange
Meta data UI refresh next tick to avoid refreshing multiple times a tick.
Change 3941853 by Simon.Tovey
Adding more dynamic parameters
Change 3941957 by Frank.Fella
Property Editor - Fix issues with property row generator to support the niagara stack.
+ Make the detail tree node name accessible through the interface, and fix the implementations for category group and property item.
+ Add a temporary fix for passing instance customizations from the property row generator to the detail property row through the detail layout builder. This should be unified in a nicer way, but this will work for the time being.
Change 3942174 by Frank.Fella
Niagara - Stack UI Pass
+ Advanced rows are not handled properly per item.
+ Expanded and scroll state is now saved in editor data per asset.
+ Added a "View Options" drop down for showing all advanced rows, and for showing/hiding outputs.
+ Added an option to collapse all stack items from the emitter header context menu.
+ Added support for "Edit Conditions" on module and dymaic inputs which will enable and disabled an input based on the value of another input. This includes showing a checlbox inline for the edit condition toggle input.
+ Added support for "Visible Conditions" on module and dynamic inputs which will hide and show inputs based on the value of another input.
+ Removed the pencil icon for locally editable values in the stack.
+ Fixed issues with invisible search results. It's still possible for a search result to not highlight the text correctly, but the outline never disappears.
+ Removed pinning for module inputs.
+ Fixed the event handler properties so that they use the property row generator instead of an embedded details panel.
+ Unified indent handling across all stack classes.
+ Unified stack editor data across all stack classes.
Change 3942427 by Simon.Tovey
Another hack for vertex painting tool
Change 3942453 by Simon.Tovey
Some more hacks for skel mesh vertex painting until Jurre's rework is ready.
Change 3942799 by Yannick.Lange
Rebuild metadata, input and output parameters UI next frame instead of on every graph changed call.
Change 3942833 by Frank.Fella
Niagara - Fix the visibility of the advanced expander item.
Change 3942923 by Yannick.Lange
Revert using metadata for parameters to looping through pins to find parameters in maps not connected to anything.
Temporary fix to remove used parameters if they are found in the graph.
Change 3943094 by Wyeth.Johnson
Rollback //UE4/Dev-Niagara/Engine/Plugins/FX/Niagara/Content/Modules/Spawn/Location/SphereLocation.uasset to revision 5
Change 3943154 by Wyeth.Johnson
Metadata to sphere location module
Change 3943256 by Wyeth.Johnson
Testing out sweet new metadata control
Change 3943374 by Olaf.Piesche
Fixing mesh motion blur
Change 3943382 by Olaf.Piesche
Turning on base pass velocities until I can fix separate vel pass for particles
Change 3943471 by Yannick.Lange
Emitter view stats only show particles count. Use Niagara.EmitterStatsFormat 0 and 1 to switch between all data and only particle count. Default is 1 to only show particle count.
Change 3943497 by Yannick.Lange
Paramater map remove FTickableEditorObject and use SWidget::Tick
Change 3943589 by Olaf.Piesche
-Fix for linear impulse (offset by 1/2*velocity*dt instead to avoid distracting bounciness)
-Collision Rest; add after impulse modules to make particles rest if in collision under threshold velocity magnitude
Change 3943644 by Olaf.Piesche
Turn shader development mode back off
Change 3943718 by Olaf.Piesche
Fix vertex factories
Change 3943776 by Olaf.Piesche
Properly calculate old particle position using dt for velocity rendering
Change 3943780 by Frank.Fella
Niagara - Fix ensure when removing dynamic inputs due to incorrect logic which would have left unused nodes in the graph.
Change 3943870 by Yannick.Lange
Parameter drag drop window
Change 3943994 by Frank.Fella
Niagara - Fix some editor settings not saving across sessions.
Change 3944056 by Shaun.Kime
Updating to replace values reset when Wyeth resaved files.
#tests DrawOrderGPU, DrawOrder, and TestDifferentInactiveEmitters now pass
Change 3944068 by Simon.Tovey
Back out of my changes to vertex painting and replaced with Jurre's fixes.
Change 3944174 by Frank.Fella
Niagara - Fix stack categories so that they don't freak out when the stack is refreshed, and also remove the uncategorized heading and move uncategorized inputs to the top.
Change 3944313 by Shaun.Kime
Updated screenshots after motion blur
Change 3944321 by Shaun.Kime
Fixing error message to be clearer about a disconnected Get node.
#tests n/a
Change 3944351 by Shaun.Kime
Making safe against weak pointers going away.
Track error encountered by Jonathan.
#tests n/a
Change 3944368 by Yannick.Lange
Remove automatic adding prefix "particles." when renaming functioninput.
Change 3944383 by Shaun.Kime
Just adding some more nullptr check
#tests n/a
Change 3944384 by Shaun.Kime
Providing more context for a check that existed previosuly and was encountered by Wyeth today
#tests n/a
Change 3944872 by Yannick.Lange
Remove old material parameter node.
Change 3945209 by Shaun.Kime
Fixing possible infinite recurson on child array size of zero
#tests n/a
Change 3945865 by Yannick.Lange
Spreadsheet filter for output attributes
Change 3946091 by Simon.Tovey
Per particle sorting for translucent sprites and meshes
Change 3946095 by Simon.Tovey
Updated screens for dynamic param tests
Change 3946378 by Olaf.Piesche
Another sprite motion blur fix
Change 3946864 by Shaun.Kime
SkinnedMesh per-instance data requires 16 byte alignment due to usage of FMatrix. We were not guaranteeing that in our per-instance data system. We are now enforcing that to be true by aligning all memory size requests.
#tests autotests pass
Change 3946928 by Wyeth.Johnson
Skeletal mesh location metadata. THIS VERSION ALSO CRASHES ON SAVE FYI
Change 3946934 by Frank.Fella
Niagara - Clean up rapid iteration parameters on compile.
#Tests - Fixes the jira below, all auto tests which were currently passing still pass, and GDC effects load and look correct.
#jira UE-55932
Change 3946936 by Frank.Fella
Niagara - Fix crash when undoing adding a dynami input.
Change 3947213 by Simon.Tovey
Fix for thread safety in collision data interface.
Previously I'd made them thread safe between VM chunks but they already weren't safe between system instances.
Change 3947279 by Simon.Tovey
Fixed thread safety issue with niagara global dynamic buffer
Change 3947788 by Simon.Tovey
Fix enum property warnings
Change 3947849 by Olaf.Piesche
Normalize orientation quats. Safety first.
Change 3947877 by Frank.Fella
Niagara - Fix a crash when editing meta-data for a module currently open in a system or emitter editor stack. This updates the FNiagaraStackFunctionInputBinder to track the lifetime of the default pin correctly.
Change 3948445 by jonathan.lindquist
Inverting alpha output
Change 3948615 by Olaf.Piesche
Don't access data layouts that are invalid because their bindings don't exist
Change 3949361 by Yannick.Lange
Command to expand all groups and collapse all items of those groups in the stack.
Change 3949365 by Yannick.Lange
Missing file for change 3949361
Change 3951123 by Simon.Tovey
Fix bug with dynamic parameters in Niagara mesh particle VFs
Change 3951199 by Simon.Tovey
Fix for issues caused by unsafe reads of GT data from RT
Change 3951293 by Olaf.Piesche
Workaround for jittering particles with collision at rest state; will need to revisit after GDC
Change 3951533 by Yannick.Lange
Collapse parameter menu by default
Change 3952106 by Frank.Fella
Niagara - Fix data interface input initialization when inserting modules and dynamic inputs. We now put all inputs into categories in the stack and this code didn't handle that.
Change 3954809 by Frank.Fella
HoudiniNiagara - Add include to fix CIS incremental build.
Change 3954857 by Frank.Fella
Niagara - Accept newer versions of 3 automated tests images as they are stable and still look correct for what they are testing.
Change 3954935 by Frank.Fella
Niagara - Fix a crash in the skeletal mesh sampling info details customization when a mesh has no skeleton.
Change 3954969 by Simon.Tovey
Compile fix for gpu emitters
Change 3955012 by Frank.Fella
Niagara - Fix clang and deprecation warnings.
Change 3955988 by Olaf.Piesche
Fixing collision queries (separating line query trace direction and velocity, so we can look a frame ahead properly); various fixes to the impulse modules; rest module now allows for color change when particles are set to rest. This checkin should stabilize collision dynamics substantially.
Change 3956730 by Yannick.Lange
Cleanup parameter
Change 3957065 by Bradut.Palas
enable/disable mechanism for renderers
#tests none
Change 3957802 by Olaf.Piesche
-Removing Velocity parameter from collision query DI, since velocity at query time is known and can just be passed along in temporary parameter; this stops the compiler from falling over in unity builds and also makes the Perform Query function more sane as an actual line check
-Put some safeguarding against non-collisions (v.n>0) reported as intersections into the collision query module to avoid instances of particles being pushed through geometry
-Updated modules to use the new function signature
#tests modular explosion test map, EngineTests
Change 3957804 by Olaf.Piesche
Updated tests for 3957802
Change 3957859 by Frank.Fella
Niagara - Add missing #if to fix some of the nightly build errors.
Change 3958065 by Olaf.Piesche
Fix GPU sim hlsl for the collision data interface; should make GPU collision bounce test run again
Change 3958302 by Olaf.Piesche
modified test for sane depth bounds; accepting new results; some changes to hlsl for collision data interface
Change 3959007 by Simon.Tovey
Further defining the barrier between GT and RT data.
Not finished yet, especially for GPU sims but we're heading in the right direction.
Change 3960004 by Bradut.Palas
QOL change, now committing search text in the stack (pressing enter) will jump to the next occurrence.
#tests none
Change 3960019 by Frank.Fella
Niagara - Preemptively fix up stack related header includes to avoid manual merges.
Change 3964217 by Bradut.Palas
Fixing compile issue after renderer enable feature(the Isolate features require the WITH_EDITORONLY_DATA preprocessor directive to be enabled)
#tests none
Change 3964581 by Frank.Fella
Niagara - Get things compiling again after merge. Mostly include fixes and commeting out lots of sequencer related stuff that needs to be fixed.
Change 3965057 by Frank.Fella
Niagara - Fix compile issues in the houdini plugin. Also add the houdini pluging to EngineTest so that it compiles by default when running tests.
Change 3965075 by Frank.Fella
Niagara - Fix another include issue that was caught on the build machine.
Change 3965308 by Frank.Fella
Niagara - One more header fix. Should fix the win64 build in CIS.
Change 3965313 by Frank.Fella
Niagara - Fix in editor playback. The timeline data is still broken.
Change 3965482 by Yannick.Lange
Stack source taken apart into different files.
Change 3965863 by Shaun.Kime
Fixes scope level variable definition causing my local build to fail
#tests n/a
Change 3965866 by Shaun.Kime
Crash fix when the module is missing. Now show an error message as well as checking for script validity before calling method on it
#tests n/a
Change 3968174 by Frank.Fella
Niagara - Fix more merge fallout. The emitter/system editor timeline now matches the stack data again.
Change 3968183 by Frank.Fella
Niagara - Delete commented out include from merge.
Change 3972162 by Frank.Fella
Niagara - Updated level sequence testing assets.
Change 3972880 by Shaun.Kime
Merging using DevNiagaraToGDC2018
Allowing disabled modules to still influence parameter maps.
#tests n/a
Change 3973269 by Shaun.Kime
Disabling warning about divide by zero as it is often incorrect
#tests n/a
Change 3973273 by Shaun.Kime
Forcing all three planes to be GPU
#tests n/a
Change 3973307 by Shaun.Kime
Fixing CIS win32 errors
#tests n/a
Change 3973374 by Shaun.Kime
Fixing minor static analysis warnings
#tests n/a
Change 3976107 by Shaun.Kime
Updating multiple files as they have the unversioned file warning
#tests auto tests now show green
Change 3976114 by Shaun.Kime
Taking snapshots after the integration for time control to clear automated tests. Frank was uncertain about the current behavior being correct, but didn't want to hold up integration for that.
#jira UE-57117
Change 3976119 by Shaun.Kime
Makiing GPU shaders contain the dependencies and the compile id's and other items so that they update properly.
#tests auto-tests now pass
Change 3976449 by Shaun.Kime
Adding additional debugging to logs
#tests n/a
Change 3977172 by Frank.Fella
Niagara - Fix issues with the level sequence integration for niagara caused by the integration from main, and accept the new test image. This code should be updated at some point to use the new channel blending in sequencer.
NOTE: There is still a timing issue that is evident in the automated test screen shot due to float timing and rounding issues in niagara, but the sequencer code is functioning correctly.
Change 3977362 by Bradut.Palas
UE-55601 curve snapping not working in Niagara curve editor
#tests none
Change 3977363 by Bradut.Palas
exposed added external asset for function input so it would appear in context menu in the Niagara stack.
#tests none
Change 3977368 by Bradut.Palas
#jira UE-51052 If you undo an emitter rename we get invalid values
The CachedUsageInfo got emptied but it didn't get restored by the undo, sending the system in an endless Compile() loop
Added a Modify() call in the UNiagaraScriptSource::InvalidateCachedCompileIds()
#tests none
Change 3978716 by Shaun.Kime
Fixing half of CIS static analysis warnings and localization symbol dupe warnings from Jamie Dale
#tests auto tests pass other than known level sequence test
Change 3978857 by Shaun.Kime
The map SpawnTest niagara actor didn't have its wait for compilation flag set, potentially leading to artifacts. Disabling for now as that didn't resolve the issue.
Change 3979594 by Shaun.Kime
Potential fix for cook on Orion
#tests n/a
Change 3979713 by Shaun.Kime
Fixing several more CIS static analysis warnings as well as duplicate localization string warnings from Jamie Dale
#tests n/a
Change 3980017 by Shaun.Kime
Fixing CIS static analysis warnings as well as duplicate localization string warnings from Jamie Dale
#tests n/a
Change 3981859 by Shaun.Kime
Fixing crash in Paragon when the normals buffer was not present during startup with just UI screens.
#jira UE-57188
#tests got through to paragon main screen, related auto-tests pass
Change 3982685 by Shaun.Kime
For some reason, when Lightmass is spinning off workers, the render thread is null, causing us to trigger checks that we shouldn't trigger when killing of system instances.
#jira UE-57214
#tests all auto-tests pass
Change 3983902 by Simon.Tovey
Speculative fixes for mac errors regarding niagara vertex decls.
Change 3984023 by Andrew.Rodham
Sequencer: No longer upgrade bIsInfinite for section types that do not support open ranges
Change 3986727 by Wyeth.Johnson
Fixed add velocity from point to work in more situations, not cause errors regardless of stack location, made it more programmable with inputs, and added metadata
Change 3988114 by Wyeth.Johnson
fixed color and inherit parent vel
Change 3989175 by Simon.Tovey
Improved VM error reporting.
#tests engine tests
Change 3995007 by Yannick.Lange
Parameter menu in system layout
Change 3995192 by Yannick.Lange
Fix niagara script details panel search
Change 3995291 by Yannick.Lange
Parameter menu tooltip fix
Change 3997804 by shaun.kime
Lookup table is off for this. Keys are 0,0 and 1,1, so you'd expect normalized age as a sampler to just return the same value from lookup. If LUT is disabled, this is true. If LUT is enabled, it isn't, especially the farther one gets from 0.
Change 3998124 by Simon.Tovey
Fixed Curve LUT generation
#tests editor
#jira UE-57604
Change 3998286 by Wyeth.Johnson
Fixed normalized execution index to, you know, work.
Change 4000324 by Shaun.Kime
Replacing a thread-safety issue where we get an enum on an as-needed basis. This was causing crashes in cooking as you cannot find from the global table while serializing.
#tests have not gotten the crash since
Change 4000428 by Bradut.Palas
UE-55750 focus curve editor when "show" button is pressed
UE-55791 user variable curves cannot be shown in the Curve tab
These issues were related and touched the same area of code, so I fixed them together. UE-55791 is basically just getting curve data from the system exposed variables too.
#tests none
Change 4001094 by Frank.Fella
Niagara - Fix slowdown in the metadata editor due to delegate rebinding.
Change 4001098 by Frank.Fella
Niagara - Remove the tool tip from the additional options drop-down for modules since it covers the drop down menu.
Change 4001133 by Bradut.Palas
Fix curve editor getting focused each time a curve was changed.
#jira UE-57708
#tests none
Change 4001253 by Frank.Fella
PropertyEditor - Fix issues with external root handling.
+ Fix external nodes not being cleaned up correctly when custom node builders rebuild children.
+ Fix expanded state being trampled when processing external nodes due to the expanded nodes list being emptied every time RestoreExpandedItems was called.
+ Fix performance issues with refreshing during tick by moving all calls to RestoreExpandedItems to UpdateFilteredDetails, and then only calling UpdateFilteredDetails once per tick as needed instead of per root property node and per root external node.
Change 4003365 by Shaun.Kime
If the physical material has gone away, make sure to set value values. Note that if this data interface is going to go on in parallel to the game thread, we'll need something more sophisticated.
#tests Win64 tests pass
Change 4003367 by Shaun.Kime
Making sure that the system has finished compiling before we begin cooking.
#tests n/a
Change 4003374 by Frank.Fella
Niagara - Fix a crash when adding and removing modules and dynamic inputs with data interfaces.
#jira UE-57749
Change 4003696 by Shaun.Kime
Getting rid of whitelist, now open on all platforms.
#tests n/a
Change 4005368 by Shaun.Kime
Fixing compile error on Linux
#tests n/a
Change 4013779 by Shaun.Kime
Interpolated spawn on GPU does not yet work but checkpointing work.
+ Added AdditionalDefines to the VMCompileId, switched interpoalted spawn to use that
+ Added rough interpolated spawn support to translator by refactoring away from specific calls and hard-coded update/spawn somewhat... could improve for events
+ Revised shader variables away from Phase0/Phase1 terminology to the true Update/Spawn meaning. Leaving the phase numbers as an implementation detail within the usf.
+ Added ToString to ParameterStores for debugging
+ Changed GPU ExecIndex() logic to actually work similar to the VM
#tests collision gpu fails
Change 4015355 by Simon.Tovey
Persistent IDs final.
Still need to change the compile ID parts over to use the new additional defines but the core functionality is in.
#tests editor + engine tests
Change 4018445 by Simon.Tovey
Some missing assets
Change 4021647 by shaun.kime
Moving jonathan's DebugParticleData to Niagara Extras
Change 4024809 by Yannick.Lange
Parameter map hover text using metadata description.
Change 4025042 by Wyeth.Johnson
Dogfooding the skeletal Mesh location module w/ comments, reroute pins, map gets and sets, metadata, tooltips, etc.
Change 4025236 by Shaun.Kime
Working on getting interpolated spawning working. Submitting to get assistance from Simon.
... PLEASE DON'T SYNC UNLESS YOU'VE SPOKEN TO ME...
#tests collision test on GPU is better, but not yet right.. ribbon id emitter is ensuring on LUT table generation
Change 4025372 by Shaun.Kime
Making the debug particle data stay the same size as the base particle for easier debugging.
#tests n/a
Change 4025701 by Shaun.Kime
Debug asset for Simon
#tests n/a
Change 4027865 by Shaun.Kime
Fixing parameter map stores to properly handle reset. Previously was leaving around padding info from previous version of the script which could be totally wrong.
#tests now don't crash
Change 4029638 by Wyeth.Johnson
Refactor Skeletal mesh location module to test some ideas on coding standards and shake out workflow issues
Change 4030135 by Shaun.Kime
Interpolated spawning now works on the GPU.
#tests collision gpu has stray collisions and the GenerateLocationEvent was recently updated that broke . will fix in a later update
Change 4030197 by Wyeth.Johnson
Refactor static mesh location module
Change 4033437 by Simon.Tovey
Adding a few simple new functions for direct access to vertex positions for cannabis.cod3r.
Change 4033937 by Shaun.Kime
Setting the wait for compilation flag
#tests now pass consistently
Change 4034391 by Shaun.Kime
Created a parameter map default node to start default call chains.Updated standard modules and dynamic inputs.
#tests all previoulsy passing tests pass
Change 4035002 by Shaun.Kime
Updated to work with latest main integration
#tests n/a
Change 4035523 by Wyeth.Johnson
Refactor Cone stuff to coding standards, replace some things with functions
Change 4035672 by Shaun.Kime
Fixing build warnings
#tests n/a
Change 4036887 by Wyeth.Johnson
Some metadata, some optimization, some additional refactoring and swapping in functions. Straight Dogfoodin'
Change 4037132 by Shaun.Kime
Adding GPU test versions of several assets
Change 4037241 by Wyeth.Johnson
Optimizing, metadata, and making some coding standards changes
Change 4037436 by Wyeth.Johnson
Fixing a pointless module to make it... pointful?
Change 4037629 by Frank.Fella
Niagara - Fix issues with data interfaces as parameters
+ Collect data interface reads and writes from parameter maps during compilation so they can be hooked up a runtime.
+ Add new runtime parameter stores for systems and emitters at runtime which bind the exposed data interfaces into the execution contexts.
+ Fix the editor code which updates the compiled data interfaces so that it updates the correct ones regardless of where they are defined.
+ Fix an issue where failed compiles weren't being propgated to the UI correctly.
Change 4037832 by Shaun.Kime
Properly handling nullptr references
#tests deleting a module from the stack after it was recently refreshed now doesn't crash
Change 4037917 by Wyeth.Johnson
Fix add velocity from point (needed begin defaults), reorg, comment and metadata
Change 4038250 by Wyeth.Johnson
Big refactor of spawn per unit
Change 4038665 by Shaun.Kime
Events now take parameter map in/out pins
#tests now the events auto-tests should pass
Change 4038723 by Shaun.Kime
Now renderers can say if they are compatible with the SimTarget mode.
#tests now changing to GPU doesn't crash a light renderer
Change 4038731 by Shaun.Kime
Missing file from prior checkin
#tests n/a
Change 4038742 by Shaun.Kime
Attempting to fix editor build, which is unfortunately fine on my machine
#tests n/a
Change 4040069 by Wyeth.Johnson
Refactor of Event Generator and Event Receiver, new coding standards for events
Change 4040377 by Wyeth.Johnson
Refactor the solver to adhere to coding standards (and remove some reroute pins, sorry Shaun)
Change 4040639 by Wyeth.Johnson
Vector Noise Force refactor and optimization
Change 4041031 by Shaun.Kime
Making the modulo functions on the gpu return a value.
#tests passes cook on PS4 and gets past this in compile on Mac
Change 4041254 by Wyeth.Johnson
Refactor Point Attraction, change some behavior also
Change 4041999 by Yannick.Lange
Parameters refactor:
- Find parameters and references in graph
- Renaming parameters, includes renaming all pins in the graph
- Removing parameters
- Find metadata when finding parameters, so we are not looping through all nodes/pins twice
- Parameters list supports multiple emitters in systems
Change 4042058 by Simon.Tovey
Refactored GPU parameters.
- Shader now uses the DI default object to create the correct parameters struct.
All parameter and buffer management now being handled inside this parameter struct.
This allows far more encapsulated code for each DI.
Allows us to reamove the GPU buffers from and the Scene texture refs that were in the base DataInterface class.
Simplifies the API and process of implementing DI's on the GPU considerably.
- Removed all existing GPU buffer support code and usage. All DIs now use a parameters struct.
- Have moved tons of curve code into the base class, simplifying the child implementation classes.
- Implemented GPU curve interpolation.
- Removed bAllowUnnormalizedLUT. Confusing and now unnessessary. All curves do this by default.
- Modified FNiagaraShaderMapId to use the latest FNiagaraCustomVersion::LatestScriptCompileVersion and bumped it.
- Created NiagaraCore module and moved a few classes into it. Anything needed by both the shaders and runtime should be here.
- Refactored DI hierarchy to base from a new UNiagaraDataInterfaceBase which is inside NiagaraCore.
- Removed constness from many UStruct/UEnum/UClass pointers. Technically we don't ever need these to be non const so initialy coded as const. Some existing engine code however requires these be non const so had to propagate that back through our code.
Change 4043427 by jonathan.lindquist
Submitting a material function that will allow users to reproduce mesh surfaces.
Change 4043448 by Olaf.Piesche
Async GPU buffer readbacks and updates
Change 4043679 by Shaun.Kime
Fixing Mac compile issue. Not sure if correct, but unused code so good for now.
#tests n/a
Change 4044000 by Simon.Tovey
static analysis fix
Change 4044001 by Simon.Tovey
Fix for gpu scripts with multiple curves.
Change 4044124 by Yannick.Lange
Fix persistent guid for parameter map set pins.
Change 4044230 by Simon.Tovey
I didn't forget to check these in. Nothing to see here.... *whistling*....
Change 4044584 by Bradut.Palas
Module dependency properties are now available (to be used by technical artists before the functionality is done and submitted)
#jira UE-58200
#tests none
Change 4044663 by Wyeth.Johnson
Jitter position needed begin defaults, got a refactor which I was in there
Change 4044894 by Yannick.Lange
Rename parameter and all referenced pin when renaming a pin on a map set or get.
Also fixes renaming a pin not deleting the old metadata.
Change 4045383 by Wyeth.Johnson
Fix up and comment/tooltip on mesh rotation, look at, and rot rate
Change 4045488 by Wyeth.Johnson
Update Age reorg just for readability
Change 4045799 by Shaun.Kime
Reworking test art to get rid of known issues and put known issues into their own assets.
Change 4046328 by Wyeth.Johnson
Some optimizations, options to polar/cartesian, starting in on Dynamic Inputs
Change 4046728 by Shaun.Kime
Fixed error where we were writing to Loca.Module.EventVelocity instead of Local.Module.EventVelocity.
Change 4047423 by Frank.Fella
Niagara - Fix post load code for the assignment node which was not conditionally post loading another object it was using which now has a custom post load. This resulted in strange pin renaming which was breaking merging and automated tests.
Change 4047425 by Frank.Fella
Niagara - Make the merge manager a little more resistant to malformed stacks.
Change 4047788 by Bradut.Palas
#jira UE-57902 Module input sort priority
#tests none
Change 4048063 by Yannick.Lange
Fix don't show context menu on parameter view categories.
#jira UE-57196
Change 4048068 by Yannick.Lange
Fix create system from emitter
#jira UE-57186
Change 4048132 by Yannick.Lange
Add missing includes.
Change 4048269 by Shaun.Kime
Removing ensure that we log later
#tests n/a
Change 4048273 by Shaun.Kime
Really doing it this time
#tests n/a
Change 4048595 by Yannick.Lange
Fix niagara if node input disconnect on output pin rename.
#jira UE-58095
Change 4049640 by Simon.Tovey
Daft mistake in curve hlsl gen.
Change 4050270 by jonathan.lindquist
Submitting a module that lerps each of a particle system's intrinsic particle values. Each variable set utilizes an opt-in bool.
Change 4050282 by jonathan.lindquist
Submitting newly formated Mesh Reproduction modules. They now contain documentation, be fully generalized and meet our updated coding standards.
Change 4050566 by Olaf.Piesche
-More fixes and changes for async gpu buffer readback
-removed more CPU intervention; spawning and death now happen largely without CPU direction, other than determining the number of particles to spawn
-Added piping number of vert indices per instance from the renderer down to the GPU context and CS; as a result, GPU simulated mesh emitters are working again; this will need a bit of additional work to handle multiple renderers (will need multiple DrawIndirect parameter buffers reflecting the different renderers)
-General cleanup and prettification
Change 4050907 by Frank.Fella
Niagara - Add support for default dynamic inputs on modules and dynamic inputs.
Change 4051436 by Simon.Tovey
Forcing a refresh of curve LUTs on assets with old versions.
Change 4051463 by Simon.Tovey
Compile fix
Change 4051900 by Frank.Fella
Niagara - Fix linux warning.
Change 4052253 by Olaf.Piesche
GPU sim interpolated spawn fixes - Look Ma, no gaps!
Change 4052321 by Frank.Fella
Niagara - Enable the level sequence test.
Change 4052353 by Shaun.Kime
Renamed variable after Wyeth's change
#tests MeshOrientationTests now pass
Change 4052627 by jonathan.lindquist
Submitting a new spline function.
Change 4052648 by Shaun.Kime
PS4 development builds don't seem to be able to remove generated data for structs like this even though it is in a non-editor build.
#tests n/a
Change 4052661 by Olaf.Piesche
-Avoid branching on every OutputData operation by allocating a scratch instance at the buffer end and setting the default index from AcquireIndex to that.
-bit of shader code cleanup
Change 4052706 by jonathan.lindquist
Adding a module that supports a single segment spline
Change 4052712 by jonathan.lindquist
Adding a below threshold output to the direction and length safe function
Change 4052786 by jonathan.lindquist
Submitting a new height lerp function
Change 4053126 by jonathan.lindquist
Submiting a function that calculates a triangle's surface area.
Change 4053132 by jonathan.lindquist
Changing the category to geometry
Change 4053141 by jonathan.lindquist
Moving the asset back to a generic math category
Change 4053166 by jonathan.lindquist
Submitting a new threshold function that removes threshold downtime.
Change 4053564 by Shaun.Kime
Added staging to ini as requested by cook
#tests n/a
Change 4053619 by Shaun.Kime
Fixing defaults
#tests used by Orion art
Change 4054171 by Yannick.Lange
Remove bold font for parameters.
Change 4054183 by Yannick.Lange
Syncing system exposed parameters and parameters list. Includes adding, removing and renaming parameters.
Change 4054313 by Wyeth.Johnson
Refactor spawnrate to (mostly, other than a bug) conform to coding standards, and set begin defaults on a few things.
Change 4054840 by Shaun.Kime
Fixing redundant branch for CI
#tests n/a
Change 4055492 by Shaun.Kime
Updating compile version since I changed the usf
#tests n/a
Change 4055550 by Shaun.Kime
Disabling rendering of middle module as it differs between machines.
#tests LevelSequenceTestsNiagara now passes
Change 4056256 by Shaun.Kime
Disabling the ensure and turning into log statements for curve copying
#tests n/a
Change 4056287 by Shaun.Kime
Now using GLobalCompileShader. There are still issues with cooking as there is sometimes a runtime streaming error that we didn't read in the correct amount of data. I think the logic for when/if we stream out the compiled shader might still need TLC.
#tests n/a
Change 4056381 by jonathan.lindquist
A new quat to angle axis and angle axis to quat conversion mat function
Change 4056513 by Frank.Fella
Niagara - Fix crashes for default data interfaces where the pin default was empty or the data interface wasn't initialized.
#jira UE-58789
Change 4056734 by Frank.Fella
Niagara - Drag and drop for modules.
Change 4056880 by Simon.Tovey
Replacing engine tests shots for RibbonID test.
Some slight changes introduced, likely curve or recent module changes.
Change 4056894 by Bradut.Palas
UNiagaraStackEntry Error refactoring + Module dependency warning feature.
#jira UE-58199, UE-58200
#tests none
Change 4056916 by Bradut.Palas
Add missing files from shelved changelist.
#tests none
Change 4056937 by Bradut.Palas
#jira UE-54678 The skeletal mesh customisation did not update when the mesh was changed through the data interface or mesh editor
#tests none
Change 4057014 by Frank.Fella
Niagara - Fix cis initializer order warning.
Change 4057542 by Bradut.Palas
#jira UE-58554 Remove Refresh UI button from Niagara script editor
#jira UE-58555 Remove Numeric Output Type Selection Mode from Niagara script UI
#tests none
Change 4057702 by Bradut.Palas
The stack editor priority in the variable metadata now properly has zero as default value.
#jira UE-58740
Change 4057758 by Frank.Fella
Niagara - Fix text wrapping for error items.
Change 4057990 by Bradut.Palas
Stack error tweaks (added error count to the stack errors button and also updating icon according to highest severity issue in the subtree)
#tests none
Change 4057996 by Shaun.Kime
Trying to fix the static analysis header tool error in CIS
#tests n/a
Change 4058027 by Shaun.Kime
Fixing compilation on other platforms
#tests compiles on playstation
Change 4058356 by Frank.Fella
Niagara - Fix an assert that happens when adding a module or dynamic input with a boolean or enum input.
Change 4058428 by Frank.Fella
Niagara - Fix a crash when removing an input from a set variables node in the stack which was caused by the function losing an input without the stack being refreshed. This also fixes an issue where add and remove actions on a set variables module wouldn't take affect until the graph was compiled.
Change 4059924 by Wyeth.Johnson
Rollback //UE4/Dev-Niagara/Engine/Plugins/FX/Niagara/Content/Modules/Spawn/Velocity/AddVelocity.uasset to revision 5
Change 4060256 by Wyeth.Johnson
Forces are now dependent on a solver
Change 4060430 by Wyeth.Johnson
Velocity modules depend on a solver
Change 4060949 by Shaun.Kime
Fixing pragma once definition as well as a possible null deref
#tests n/a
Change 4060955 by Shaun.Kime
Fixing due to changes in defaults
#tests all now pass PC
Change 4061000 by jonathan.lindquist
Debug particle material improvements which includes comments in the shader, rearranged layout with a vector 2 input for particle id, new texture, a new instance that includes "focus masking"
Change 4061804 by Wyeth.Johnson
Optimized out a couple unnecessary bits of math from some axis alignment stuff, solver dependencies
Change 4061974 by Simon.Tovey
Fixed GPU cooking.
- Removing check for emitter SimTarget in CanBeRunOnGpu() and relying only on the script usage having been loaded already.
We can't rely on properties in the emitter being loaded before the call to UNiagaraScript::PostLoad() so this is unsafe.
- Adding some dummy gpu buffers to bypass validation ensures in rhi when we need to set params for SRVs that have not been allocated yet.
- Fixed bug in RHI that was returning FGPUFenceRHIParamRef and so the created fence was immediately freed and boom.
Change 4062269 by Shaun.Kime
Re-enabling most of the tests.
#test n/a
Change 4062414 by tim.gautier
QAGame: Updated QA-Effects for mobile compatibility
- Removed Atmospheric Fog (not supported on Mobile)
- Added SkySphere (resolved lighting issues)
Change 4062651 by Shaun.Kime
Saving with versions
Change 4062673 by Shaun.Kime
Making emitter names without spaces so that they can be blacklisted if need be
Change 4062686 by Shaun.Kime
Getting ready for CI for 4.20
Change 4062687 by Shaun.Kime
Updating mac images
Change 4063298 by Shaun.Kime
Disabling collision test gpu for now. Need to investigate what broke it tomorrow.
#tests CollisionBounceGPU
Change 4063373 by Shaun.Kime
Blacklisting mac tests that still need work
Change 4063434 by Shaun.Kime
Cleaning out previous debug code
#tests n/a
Change 4063618 by Yannick.Lange
Fix dragging an input pin to the add pin of an if node
#jira UE-58600
Change 4063847 by Frank.Fella
Niagara - Rename RibbonSortKey to RibbonLinkOrder, change it from an int32 to a float, and disable uv age offset when using link order instead of normalized age to order particles in the ribbon. This should fix the issues preventing beams from being implemented nicely.
#tests Auto-tests
Change 4064150 by tim.gautier
QAGame: Removing floating NewWidgetBP from /Content
Change 4064237 by Shaun.Kime
Disabling the level sequence test for now
Change 4064902 by Shaun.Kime
Fixing compile errors on linux editor build
#jira UE-58620
#tests n/a
Change 4065167 by tim.gautier
QAGame: Submitting temporary update to TM-ShaderModels, adding Niagara station
Change 4065400 by tim.gautier
QAGame: Submitting updated (temp) TM-ShaderModels. Set NewNiagaraEmitter to Local Space by default
Change 4065540 by Frank.Fella
Niagara - Temporarily disable the module dependencies until they can be fixed.
Change 4065570 by Shaun.Kime
Fixing linux build
#tests n/a
#jira UE-58979
Change 4066753 by Shaun.Kime
Updating custom version after previous change to shader includes
#tests autotests pass
Change 4067981 by Frank.Fella
Niagara - Fix potential null dereference found by CIS
#jira UE-59013
Change 4067998 by Shaun.Kime
Nullpointer checks on shutdown
#jira UE-59000
Change 4068104 by Frank.Fella
Niagara - Change the prefix for the previous parameter values from PREV__ to PREV_ since the cross compiler reserves all symbols with double underscores for opengl.
Change 4068118 by Frank.Fella
Niagara - Fix an open GL crash where we weren't passing the correct buffer index when setting parameters for compute shaders.
Change 4069299 by Olaf.Piesche
Async GPU readback/update mobile platform fixes
CPU particles should work on Android
#jira UE-58986
Change 4069603 by Shaun.Kime
Making it possible to see the debug output if the console variables are set for shaders.
#tests auto-tests pass
Change 4069628 by Shaun.Kime
OpenGL is very picky about shutting down its texture buffers. We were improperly holding onto static resources and leaking OpenGLShaderResourceViews until module shutdown. Unfortunately, this is *after* the renderer has been shut down and the corresponding OpenGL managers have been deleted, causing us to call into deleted memory. By making several classes FRendererResources, we now register at the appropriate times. In several cases, since the buffers are special purpose fallbacks I moved them into helper locations that are build on demand.
Removed FNiagaraVertexFactoryBase::DummyBuffer
Created FNiagaraDummyRWBufferInt and FNiagaraDummyRWBufferFloat so that I could wrap several dummy RW buffers in RendererResources and TGlobalResource.
Removed NiagaraEmitterInstanceBatcher::DummyWriteIndexBuffer
#tests all auto-tests pass on PC and OpenGL and we can open and close OpenGL after using Niagara assets
#jira UE-59000
Change 4069646 by Shaun.Kime
Disabling Niagara component activation on Switch. This is an attempt to bypass a crash after the assets have been loaded on Switch.
#tests auto-tests on PC still pass
#jira UE-59048
Change 4069660 by Shaun.Kime
Updated Niagara version
#tests Auto tests pass
Change 4069714 by Shaun.Kime
Fixing Olaf's checkin prior adding offset to the base readback call
#tests autotests pc pass
Change 4070785 by Olaf.Piesche
Make RWBuffer available on Metal, Vulkan, and ES3.1 with SRVs
Change 4070888 by Olaf.Piesche
#jira UE-57657
Reenable ribbon custom facing mode
Change 4071570 by Shaun.Kime
Removing thread pool size log item as it comes up thousands of times in a cook and is purely for debugging.
#tests n/a
Change 4071926 by Shaun.Kime
Disabling Olaf's change from earlier in the day as it doesn't work on PS4.
#tests Ribbon test now works again
Change 4073700 by Shaun.Kime
Fixing compiler warning about float4 being used as a float.
#tests pc auto tests pass
#jira UE-59157
[CL 4075457 by Shaun Kime in Main branch]
2018-05-16 12:53:39 -04:00
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[
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SNew(STextBlock)
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);
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EVisibility FGraphEditorDragDropAction::GetIconVisible() const
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{
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return bDropTargetValid ? EVisibility::Visible : EVisibility::Collapsed;
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EVisibility FGraphEditorDragDropAction::GetErrorIconVisible() const
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{
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return bDropTargetValid ? EVisibility::Collapsed : EVisibility::Visible;
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void FGraphSchemaActionDragDropAction::HoverTargetChanged()
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{
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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void FGraphSchemaActionDragDropAction::GetDefaultStatusSymbol(const FSlateBrush*& PrimaryBrushOut, FSlateColor& IconColorOut, FSlateBrush const*& SecondaryBrushOut, FSlateColor& SecondaryColorOut) const
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{
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PrimaryBrushOut = FEditorStyle::GetBrush(TEXT("Graph.ConnectorFeedback.NewNode"));
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IconColorOut = FLinearColor::White;
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SecondaryBrushOut = nullptr;
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SecondaryColorOut = FLinearColor::White;
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}
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2014-03-14 14:13:41 -04:00
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FReply FGraphSchemaActionDragDropAction::DroppedOnPanel( const TSharedRef< SWidget >& Panel, FVector2D ScreenPosition, FVector2D GraphPosition, UEdGraph& Graph)
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{
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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if (SourceAction.IsValid())
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2014-03-14 14:13:41 -04:00
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{
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TArray<UEdGraphPin*> DummyPins;
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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SourceAction->PerformAction(&Graph, DummyPins, GraphPosition);
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2014-03-14 14:13:41 -04:00
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return FReply::Handled();
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}
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return FReply::Unhandled();
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}
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469)
#lockdown Nick.Penwarden
#rb none
#rnx
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3377136 on 2017/04/03 by Dan.Oconnor
Reenable compilation manager
Change 3377365 on 2017/04/03 by Dan.Oconnor
Back out changelist 3377136
Change 3378131 on 2017/04/04 by Dan.Oconnor
Enable compilation manager again after 3377912, 3378081, and 3378094
Change 3379268 on 2017/04/04 by Dan.Oconnor
Disable compilation manager
Change 3383505 on 2017/04/06 by Dan.Oconnor
Enabling compilation manager - no known issues.
Change 3430210 on 2017/05/09 by Dan.Oconnor
Disable compilation manager while I think about fixes for UE-44780/UE-44794
#rnx
Change 3431439 on 2017/05/09 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3431542 on 2017/05/09 by Dan.Oconnor
Fix crash when opening a blueprint with missing variables and using the compilation manager
#jira UE-43843
Change 3432743 on 2017/05/10 by mason.seay
Added attachment test to map
Change 3432836 on 2017/05/10 by Lukasz.Furman
fixed behavior tree decorator's deactivation when it's placed on parallel task
#jira UE-44817
Change 3432837 on 2017/05/10 by Lukasz.Furman
fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call)
#ue4
Change 3433065 on 2017/05/10 by Marc.Audy
Timeline properties should be blueprint visible as they get expanded out to Get Property nodes
Change 3433135 on 2017/05/10 by Lukasz.Furman
added missing nav area registration call
#jira UE-44144
Change 3433195 on 2017/05/10 by Marc.Audy
de-auto
#rnx
Change 3433275 on 2017/05/10 by Phillip.Kavan
#jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build.
Change summary:
- Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets.
- Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle.
#rnx
Change 3433681 on 2017/05/10 by Mike.Beach
Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button).
Change 3433687 on 2017/05/10 by Ben.Zeigler
Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases
Change 3434005 on 2017/05/10 by Ben.Zeigler
#jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken
Change 3434011 on 2017/05/10 by Marc.Audy
Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible
Change 3434026 on 2017/05/10 by Ben.Zeigler
Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor
Change 3435245 on 2017/05/11 by mason.seay
Submitting test assets for input testing and interactive loading screens
Change 3435491 on 2017/05/11 by Mike.Beach
CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values.
Change 3435962 on 2017/05/11 by Ben.Zeigler
Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked
Change 3436322 on 2017/05/11 by Dan.Oconnor
Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied
#jira UE-44780, UE-44794
Change 3437205 on 2017/05/12 by Ben.Zeigler
Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects
Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy
Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster
Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array
Change 3437206 on 2017/05/12 by Ben.Zeigler
Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly
Change 3437234 on 2017/05/12 by Ben.Zeigler
Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense
Change 3437368 on 2017/05/12 by Dan.Oconnor
Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL
Change 3439330 on 2017/05/15 by Ben.Zeigler
First half of Blueprint API for AssetManager, this covers everything other than load/unload
Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case
Change it so modifying the asset manager settings within the editor will refresh the dictionary
#jira UE-45016 Fix crash scanning empty paths
Change 3439331 on 2017/05/15 by Ben.Zeigler
AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration
Change 3439644 on 2017/05/15 by Dan.Oconnor
Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date
#jira UE-44972
#rnx
Change 3439992 on 2017/05/15 by Dan.Oconnor
Add missing OptionallyRefreshNodes, which is a hot reload hack
#jira UE-44970
#rnx
Change 3440223 on 2017/05/15 by Ben.Zeigler
Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets
Change 3440406 on 2017/05/15 by Ben.Zeigler
Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time
Change 3440879 on 2017/05/16 by Marc.Audy
Fix casing on #include to fix Linux CIS error
#rnx
Change 3441137 on 2017/05/16 by Ben.Zeigler
Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version
Change 3441364 on 2017/05/16 by Ben.Zeigler
#jira UE-45080 Fix Linux CIS issue
Change 3441444 on 2017/05/16 by Dan.Oconnor
Run RefreshExternalBlueprintDependencyNodes at a more appropriate time when using the compilation manager, link skeleton functions when using the compilation manager so that PropertyFlags match GeneratedClass
#jira UE-45029, UE-45037
#rnx
Change 3441445 on 2017/05/16 by Dan.Oconnor
Remove unused declaration
#rnx
Change 3441492 on 2017/05/16 by Ben.Zeigler
Rest of Asset Manager BP API
Added multiple async actions for loading and changing bundle states, and querying bundle states
Change it so the LoadAsset node has a then node to match the new async actions, and rename to Async Load Asset
Add HideThen metadata option to async actions and fix crash when renaming bound function
Change 3441493 on 2017/05/16 by Ben.Zeigler
Update AssetManager and AsyncLoading tests
Change 3441494 on 2017/05/16 by Ben.Zeigler
Update the archive's serialized property when serializing array, set, and map to point to the inner property. Fix a few call sites to look at parent property as needed.
This is needed for the new BPGC weak reference feature, but might also fix some crashes with HotReload where it was expecting the inner property and casting to ObjectProperty.
Change 3441600 on 2017/05/16 by Michael.Noland
Blueprints: Fixed some indentation issues in code
#rnx
Change 3441601 on 2017/05/16 by Michael.Noland
Blueprints: Changed DLL exporting on UK2Node_Tunnel and UK2Node_Composite to allow them to be used in plugins more readily
Change 3441602 on 2017/05/16 by Michael.Noland
Graph Editing: Changed FGraphEditorDragDropAction to work directly with a UEdGraphNode rather than a SGraphNode
Graph Editing: Allowed FGraphSchemaActionDragDropAction to be dropped onto pins in addition to the graph background, which will behave as if you dragged off the pin and picked the same action
Change 3441607 on 2017/05/16 by Michael.Noland
Blueprints: Allow functions from My Blueprints to be dropped onto pins in addition to the graph background, which performs the same action as if they had been picked from the menu after dragging off of that pin
Change 3441608 on 2017/05/16 by Michael.Noland
Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them
Change 3441613 on 2017/05/16 by Michael.Noland
Epic Friday: Snap node prototype (more compact way of organizing straight line Blueprint code via drag-dropping)
- Super early prototype, plugin is not enabled by default and is currently in NotForLicensees
Change 3441802 on 2017/05/16 by Michael.Noland
Blueprints: Adding some includes that are missing according to CIS
#rnx
Change 3441921 on 2017/05/16 by Dan.Oconnor
Avoid skipping full compile when not loading a DOB from disk - when a blueprint became data only we were not running the full compile
#jira UE-45048
#rnx
Change 3442903 on 2017/05/17 by Marc.Audy
Refactor header parser verification of rep notify functions in preparation for other forms of function verification.
Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.)
Fixed errors generated by verification not being associated with the correct code line.
Verification errors are now "warnings" and will all be reported rather than a single one being fatal.
Change 3442908 on 2017/05/17 by Marc.Audy
Remove some autos
#rnx
Change 3443802 on 2017/05/17 by Ben.Zeigler
#jira UE-35683 Add ability for resolve AssetId node to go from hard object to assetptr
Add IsValid and == for Asset/ClassId
Change 3444075 on 2017/05/17 by Ben.Zeigler
#jira UE-45121 Remove references to deleted cards, this field was not in use but is now warning due to better validation
Change 3444178 on 2017/05/17 by Dan.Oconnor
Fix for CPFUO dropping default values of CDO subobjects if the blueprint's parent's CDO was being regenerated at the same time
#jira UE-45050
Change 3444927 on 2017/05/17 by Dan.Oconnor
Improve fix for UE-45050, honor Params.bDoDelta
#rnx
Change 3447280 on 2017/05/18 by Marc.Audy
Properties can now be exposed to blueprints in such a way that a getter or setter accessor will be used rather than a direct read/write of the variable
Change 3447320 on 2017/05/18 by Marc.Audy
Some minor schema cleanups
#rnx
Change 3447537 on 2017/05/18 by Dan.Oconnor
Make sure CDO is included in ArchetypeRerencers when a subobject of said CDO is reinstanced
#jira UE-37023
Change 3448754 on 2017/05/19 by Marc.Audy
Fix hot reload crashing in EngineTest
#rnx
Change 3448792 on 2017/05/19 by Marc.Audy
Functional test for BP Accessors
#rnx
Change 3448806 on 2017/05/19 by Marc.Audy
Fix static analysis warning
#rnx
Change 3449091 on 2017/05/19 by Marc.Audy
Allow Find References to be selected from the components panel
#jira UE-45101
Change 3449361 on 2017/05/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3449079
#rnx
Change 3449644 on 2017/05/19 by Marc.Audy
Fix Anim SubInstance generated properties not being Blueprint Visible
Change 3450003 on 2017/05/19 by Dan.Oconnor
We need to do a bytecode only compile of dependent blueprints when an individual blueprint is compile because we cannot safely skip functions that are removed or change layout
#jira UE-45196
#rnx
Change 3452022 on 2017/05/22 by Marc.Audy
Fix BlueprintVisibility issues in orion UI
#rnx
Change 3452133 on 2017/05/22 by Ben.Zeigler
#jira UE-45240 Fix it so invalid primary asset types are not parsed, this happens while halfway through editing in the UI
Stop asset manager from generating 600 notifications, this causes multiple second stalls in the editor
Change 3452697 on 2017/05/22 by Marc.Audy
Use BlueprintGetter/Setter metadata instead of BlueprintInternalUseOnly for preventing accessors from appearing in menus
Prevent BlueprintNativeEvents from being used as property accessors
Disable functional test for blueprint native events
Change 3452780 on 2017/05/22 by Ben.Zeigler
Switch it so the LongPackageName and ContentDir metadata on a FDirectoryPath do the same thing and give you the in-editor path picker. These two metadata flags were implemented in parallel on two separate branches
Change 3452790 on 2017/05/22 by Ben.Zeigler
Fix issue when calling TryConvertFilenameToLongPackageName with a root directory name, and add comment mentioning that it works for directories, it's used this way throughout the editor and we couldn't come up with a better name for the function
Deprecated FPackageName::ConvertRootPathToContentPath and PackageFromPath as they were confusingly named and not used much. Also cleaned up header in general
Change 3454629 on 2017/05/23 by Marc.Audy
Deal with fall out from initial approach to disabling the native event getter/setter functional tests
#jira UE-45321
#jira UE-45322
Change 3454661 on 2017/05/23 by Marc.Audy
Mark Actor.RootComponent as having a getter instead of GetRootComponent being an explicitly exposed blueprint callable function
Change 3454662 on 2017/05/23 by Marc.Audy
Fix blueprint visibility of anim notify properties
Change 3454663 on 2017/05/23 by Marc.Audy
Fix fortnite blueprint exposure issues
Change 3454695 on 2017/05/23 by Lukasz.Furman
fixed bug with behavior tree decorator duplication: properties are no longer reset to defaults
#3591
Change 3454789 on 2017/05/23 by Ben.Zeigler
Add ProposedPlacement parameter to TryCalculatePopupWindowPosition that if non zero will allow the less common anchor styles like MenuPlacement_ComboBoxRight to work properly for popups spawned in a new window
Make the variable type menu be ComboBoxRight so it gives more space for longer sub type descriptions coming in a different change
Change 3454816 on 2017/05/23 by Ben.Zeigler
Change blueprint type of AssetID to SoftObjectReference and AssetClassId to SoftClassReference. These will also change in native for 4.18
Fix display issues with complicated variable types, for some reason it was using the non-localized name
Change 3454967 on 2017/05/23 by Lukasz.Furman
fixed ANavigationData.bForceRebuildOnLoad being ignored by navigation system
#jira UE-44231
Change 3454982 on 2017/05/23 by Ben.Zeigler
#jira UE-45298 Refresh primary asset ID selector when menu is reopened
Change 3455714 on 2017/05/23 by Marc.Audy
Prevent attachment from being setup to attach to itself or in a cyclic fashion.
#jira UE-45244
Change 3455871 on 2017/05/23 by Marc.Audy
Rename UEdGraph::CreateBlankNode to CreateIntermediateNode
Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode
No longer set timeline variables as blueprint visible
#jira UE-45204
Change 3455930 on 2017/05/23 by Ben.Zeigler
#jira UE-45349 Resave TM-Gameplay map. The map got fixed while UE-44972 was still open, which lead to the level script variables being corrupted. Manually compiling fixed the issue and the core bug is now fixed. Any other maps saved directly on Framework might show the same issue
Change 3456507 on 2017/05/24 by Marc.Audy
Fix game builds
#rnx
Change 3457323 on 2017/05/24 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3459068 on 2017/05/25 by mason.seay
Adding gamepad mapping for sprinting
Change 3459466 on 2017/05/25 by Dan.Oconnor
Fix for stale UClass ptrs in ReinstanceBatch when using compilation manager
#jira UE-45386
Change 3459469 on 2017/05/25 by Dan.Oconnor
Fix issue exposed by compilation manager - this function can't assign struct default values (e.g. LinearColor)
#jira UE-45389
[CL 3459511 by Marc Audy in Main branch]
2017-05-25 13:42:12 -04:00
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FReply FGraphSchemaActionDragDropAction::DroppedOnPin(FVector2D ScreenPosition, FVector2D GraphPosition)
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
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if (SourceAction.IsValid())
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469)
#lockdown Nick.Penwarden
#rb none
#rnx
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3377136 on 2017/04/03 by Dan.Oconnor
Reenable compilation manager
Change 3377365 on 2017/04/03 by Dan.Oconnor
Back out changelist 3377136
Change 3378131 on 2017/04/04 by Dan.Oconnor
Enable compilation manager again after 3377912, 3378081, and 3378094
Change 3379268 on 2017/04/04 by Dan.Oconnor
Disable compilation manager
Change 3383505 on 2017/04/06 by Dan.Oconnor
Enabling compilation manager - no known issues.
Change 3430210 on 2017/05/09 by Dan.Oconnor
Disable compilation manager while I think about fixes for UE-44780/UE-44794
#rnx
Change 3431439 on 2017/05/09 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3431542 on 2017/05/09 by Dan.Oconnor
Fix crash when opening a blueprint with missing variables and using the compilation manager
#jira UE-43843
Change 3432743 on 2017/05/10 by mason.seay
Added attachment test to map
Change 3432836 on 2017/05/10 by Lukasz.Furman
fixed behavior tree decorator's deactivation when it's placed on parallel task
#jira UE-44817
Change 3432837 on 2017/05/10 by Lukasz.Furman
fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call)
#ue4
Change 3433065 on 2017/05/10 by Marc.Audy
Timeline properties should be blueprint visible as they get expanded out to Get Property nodes
Change 3433135 on 2017/05/10 by Lukasz.Furman
added missing nav area registration call
#jira UE-44144
Change 3433195 on 2017/05/10 by Marc.Audy
de-auto
#rnx
Change 3433275 on 2017/05/10 by Phillip.Kavan
#jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build.
Change summary:
- Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets.
- Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle.
#rnx
Change 3433681 on 2017/05/10 by Mike.Beach
Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button).
Change 3433687 on 2017/05/10 by Ben.Zeigler
Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases
Change 3434005 on 2017/05/10 by Ben.Zeigler
#jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken
Change 3434011 on 2017/05/10 by Marc.Audy
Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible
Change 3434026 on 2017/05/10 by Ben.Zeigler
Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor
Change 3435245 on 2017/05/11 by mason.seay
Submitting test assets for input testing and interactive loading screens
Change 3435491 on 2017/05/11 by Mike.Beach
CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values.
Change 3435962 on 2017/05/11 by Ben.Zeigler
Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked
Change 3436322 on 2017/05/11 by Dan.Oconnor
Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied
#jira UE-44780, UE-44794
Change 3437205 on 2017/05/12 by Ben.Zeigler
Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects
Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy
Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster
Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array
Change 3437206 on 2017/05/12 by Ben.Zeigler
Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly
Change 3437234 on 2017/05/12 by Ben.Zeigler
Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense
Change 3437368 on 2017/05/12 by Dan.Oconnor
Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL
Change 3439330 on 2017/05/15 by Ben.Zeigler
First half of Blueprint API for AssetManager, this covers everything other than load/unload
Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case
Change it so modifying the asset manager settings within the editor will refresh the dictionary
#jira UE-45016 Fix crash scanning empty paths
Change 3439331 on 2017/05/15 by Ben.Zeigler
AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration
Change 3439644 on 2017/05/15 by Dan.Oconnor
Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date
#jira UE-44972
#rnx
Change 3439992 on 2017/05/15 by Dan.Oconnor
Add missing OptionallyRefreshNodes, which is a hot reload hack
#jira UE-44970
#rnx
Change 3440223 on 2017/05/15 by Ben.Zeigler
Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets
Change 3440406 on 2017/05/15 by Ben.Zeigler
Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time
Change 3440879 on 2017/05/16 by Marc.Audy
Fix casing on #include to fix Linux CIS error
#rnx
Change 3441137 on 2017/05/16 by Ben.Zeigler
Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version
Change 3441364 on 2017/05/16 by Ben.Zeigler
#jira UE-45080 Fix Linux CIS issue
Change 3441444 on 2017/05/16 by Dan.Oconnor
Run RefreshExternalBlueprintDependencyNodes at a more appropriate time when using the compilation manager, link skeleton functions when using the compilation manager so that PropertyFlags match GeneratedClass
#jira UE-45029, UE-45037
#rnx
Change 3441445 on 2017/05/16 by Dan.Oconnor
Remove unused declaration
#rnx
Change 3441492 on 2017/05/16 by Ben.Zeigler
Rest of Asset Manager BP API
Added multiple async actions for loading and changing bundle states, and querying bundle states
Change it so the LoadAsset node has a then node to match the new async actions, and rename to Async Load Asset
Add HideThen metadata option to async actions and fix crash when renaming bound function
Change 3441493 on 2017/05/16 by Ben.Zeigler
Update AssetManager and AsyncLoading tests
Change 3441494 on 2017/05/16 by Ben.Zeigler
Update the archive's serialized property when serializing array, set, and map to point to the inner property. Fix a few call sites to look at parent property as needed.
This is needed for the new BPGC weak reference feature, but might also fix some crashes with HotReload where it was expecting the inner property and casting to ObjectProperty.
Change 3441600 on 2017/05/16 by Michael.Noland
Blueprints: Fixed some indentation issues in code
#rnx
Change 3441601 on 2017/05/16 by Michael.Noland
Blueprints: Changed DLL exporting on UK2Node_Tunnel and UK2Node_Composite to allow them to be used in plugins more readily
Change 3441602 on 2017/05/16 by Michael.Noland
Graph Editing: Changed FGraphEditorDragDropAction to work directly with a UEdGraphNode rather than a SGraphNode
Graph Editing: Allowed FGraphSchemaActionDragDropAction to be dropped onto pins in addition to the graph background, which will behave as if you dragged off the pin and picked the same action
Change 3441607 on 2017/05/16 by Michael.Noland
Blueprints: Allow functions from My Blueprints to be dropped onto pins in addition to the graph background, which performs the same action as if they had been picked from the menu after dragging off of that pin
Change 3441608 on 2017/05/16 by Michael.Noland
Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them
Change 3441613 on 2017/05/16 by Michael.Noland
Epic Friday: Snap node prototype (more compact way of organizing straight line Blueprint code via drag-dropping)
- Super early prototype, plugin is not enabled by default and is currently in NotForLicensees
Change 3441802 on 2017/05/16 by Michael.Noland
Blueprints: Adding some includes that are missing according to CIS
#rnx
Change 3441921 on 2017/05/16 by Dan.Oconnor
Avoid skipping full compile when not loading a DOB from disk - when a blueprint became data only we were not running the full compile
#jira UE-45048
#rnx
Change 3442903 on 2017/05/17 by Marc.Audy
Refactor header parser verification of rep notify functions in preparation for other forms of function verification.
Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.)
Fixed errors generated by verification not being associated with the correct code line.
Verification errors are now "warnings" and will all be reported rather than a single one being fatal.
Change 3442908 on 2017/05/17 by Marc.Audy
Remove some autos
#rnx
Change 3443802 on 2017/05/17 by Ben.Zeigler
#jira UE-35683 Add ability for resolve AssetId node to go from hard object to assetptr
Add IsValid and == for Asset/ClassId
Change 3444075 on 2017/05/17 by Ben.Zeigler
#jira UE-45121 Remove references to deleted cards, this field was not in use but is now warning due to better validation
Change 3444178 on 2017/05/17 by Dan.Oconnor
Fix for CPFUO dropping default values of CDO subobjects if the blueprint's parent's CDO was being regenerated at the same time
#jira UE-45050
Change 3444927 on 2017/05/17 by Dan.Oconnor
Improve fix for UE-45050, honor Params.bDoDelta
#rnx
Change 3447280 on 2017/05/18 by Marc.Audy
Properties can now be exposed to blueprints in such a way that a getter or setter accessor will be used rather than a direct read/write of the variable
Change 3447320 on 2017/05/18 by Marc.Audy
Some minor schema cleanups
#rnx
Change 3447537 on 2017/05/18 by Dan.Oconnor
Make sure CDO is included in ArchetypeRerencers when a subobject of said CDO is reinstanced
#jira UE-37023
Change 3448754 on 2017/05/19 by Marc.Audy
Fix hot reload crashing in EngineTest
#rnx
Change 3448792 on 2017/05/19 by Marc.Audy
Functional test for BP Accessors
#rnx
Change 3448806 on 2017/05/19 by Marc.Audy
Fix static analysis warning
#rnx
Change 3449091 on 2017/05/19 by Marc.Audy
Allow Find References to be selected from the components panel
#jira UE-45101
Change 3449361 on 2017/05/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3449079
#rnx
Change 3449644 on 2017/05/19 by Marc.Audy
Fix Anim SubInstance generated properties not being Blueprint Visible
Change 3450003 on 2017/05/19 by Dan.Oconnor
We need to do a bytecode only compile of dependent blueprints when an individual blueprint is compile because we cannot safely skip functions that are removed or change layout
#jira UE-45196
#rnx
Change 3452022 on 2017/05/22 by Marc.Audy
Fix BlueprintVisibility issues in orion UI
#rnx
Change 3452133 on 2017/05/22 by Ben.Zeigler
#jira UE-45240 Fix it so invalid primary asset types are not parsed, this happens while halfway through editing in the UI
Stop asset manager from generating 600 notifications, this causes multiple second stalls in the editor
Change 3452697 on 2017/05/22 by Marc.Audy
Use BlueprintGetter/Setter metadata instead of BlueprintInternalUseOnly for preventing accessors from appearing in menus
Prevent BlueprintNativeEvents from being used as property accessors
Disable functional test for blueprint native events
Change 3452780 on 2017/05/22 by Ben.Zeigler
Switch it so the LongPackageName and ContentDir metadata on a FDirectoryPath do the same thing and give you the in-editor path picker. These two metadata flags were implemented in parallel on two separate branches
Change 3452790 on 2017/05/22 by Ben.Zeigler
Fix issue when calling TryConvertFilenameToLongPackageName with a root directory name, and add comment mentioning that it works for directories, it's used this way throughout the editor and we couldn't come up with a better name for the function
Deprecated FPackageName::ConvertRootPathToContentPath and PackageFromPath as they were confusingly named and not used much. Also cleaned up header in general
Change 3454629 on 2017/05/23 by Marc.Audy
Deal with fall out from initial approach to disabling the native event getter/setter functional tests
#jira UE-45321
#jira UE-45322
Change 3454661 on 2017/05/23 by Marc.Audy
Mark Actor.RootComponent as having a getter instead of GetRootComponent being an explicitly exposed blueprint callable function
Change 3454662 on 2017/05/23 by Marc.Audy
Fix blueprint visibility of anim notify properties
Change 3454663 on 2017/05/23 by Marc.Audy
Fix fortnite blueprint exposure issues
Change 3454695 on 2017/05/23 by Lukasz.Furman
fixed bug with behavior tree decorator duplication: properties are no longer reset to defaults
#3591
Change 3454789 on 2017/05/23 by Ben.Zeigler
Add ProposedPlacement parameter to TryCalculatePopupWindowPosition that if non zero will allow the less common anchor styles like MenuPlacement_ComboBoxRight to work properly for popups spawned in a new window
Make the variable type menu be ComboBoxRight so it gives more space for longer sub type descriptions coming in a different change
Change 3454816 on 2017/05/23 by Ben.Zeigler
Change blueprint type of AssetID to SoftObjectReference and AssetClassId to SoftClassReference. These will also change in native for 4.18
Fix display issues with complicated variable types, for some reason it was using the non-localized name
Change 3454967 on 2017/05/23 by Lukasz.Furman
fixed ANavigationData.bForceRebuildOnLoad being ignored by navigation system
#jira UE-44231
Change 3454982 on 2017/05/23 by Ben.Zeigler
#jira UE-45298 Refresh primary asset ID selector when menu is reopened
Change 3455714 on 2017/05/23 by Marc.Audy
Prevent attachment from being setup to attach to itself or in a cyclic fashion.
#jira UE-45244
Change 3455871 on 2017/05/23 by Marc.Audy
Rename UEdGraph::CreateBlankNode to CreateIntermediateNode
Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode
No longer set timeline variables as blueprint visible
#jira UE-45204
Change 3455930 on 2017/05/23 by Ben.Zeigler
#jira UE-45349 Resave TM-Gameplay map. The map got fixed while UE-44972 was still open, which lead to the level script variables being corrupted. Manually compiling fixed the issue and the core bug is now fixed. Any other maps saved directly on Framework might show the same issue
Change 3456507 on 2017/05/24 by Marc.Audy
Fix game builds
#rnx
Change 3457323 on 2017/05/24 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3459068 on 2017/05/25 by mason.seay
Adding gamepad mapping for sprinting
Change 3459466 on 2017/05/25 by Dan.Oconnor
Fix for stale UClass ptrs in ReinstanceBatch when using compilation manager
#jira UE-45386
Change 3459469 on 2017/05/25 by Dan.Oconnor
Fix issue exposed by compilation manager - this function can't assign struct default values (e.g. LinearColor)
#jira UE-45389
[CL 3459511 by Marc Audy in Main branch]
2017-05-25 13:42:12 -04:00
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
|
|
|
SourceAction->PerformAction(Graph, DummyPins, GraphPosition);
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Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469)
#lockdown Nick.Penwarden
#rb none
#rnx
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3377136 on 2017/04/03 by Dan.Oconnor
Reenable compilation manager
Change 3377365 on 2017/04/03 by Dan.Oconnor
Back out changelist 3377136
Change 3378131 on 2017/04/04 by Dan.Oconnor
Enable compilation manager again after 3377912, 3378081, and 3378094
Change 3379268 on 2017/04/04 by Dan.Oconnor
Disable compilation manager
Change 3383505 on 2017/04/06 by Dan.Oconnor
Enabling compilation manager - no known issues.
Change 3430210 on 2017/05/09 by Dan.Oconnor
Disable compilation manager while I think about fixes for UE-44780/UE-44794
#rnx
Change 3431439 on 2017/05/09 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3431542 on 2017/05/09 by Dan.Oconnor
Fix crash when opening a blueprint with missing variables and using the compilation manager
#jira UE-43843
Change 3432743 on 2017/05/10 by mason.seay
Added attachment test to map
Change 3432836 on 2017/05/10 by Lukasz.Furman
fixed behavior tree decorator's deactivation when it's placed on parallel task
#jira UE-44817
Change 3432837 on 2017/05/10 by Lukasz.Furman
fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call)
#ue4
Change 3433065 on 2017/05/10 by Marc.Audy
Timeline properties should be blueprint visible as they get expanded out to Get Property nodes
Change 3433135 on 2017/05/10 by Lukasz.Furman
added missing nav area registration call
#jira UE-44144
Change 3433195 on 2017/05/10 by Marc.Audy
de-auto
#rnx
Change 3433275 on 2017/05/10 by Phillip.Kavan
#jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build.
Change summary:
- Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets.
- Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle.
#rnx
Change 3433681 on 2017/05/10 by Mike.Beach
Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button).
Change 3433687 on 2017/05/10 by Ben.Zeigler
Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases
Change 3434005 on 2017/05/10 by Ben.Zeigler
#jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken
Change 3434011 on 2017/05/10 by Marc.Audy
Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible
Change 3434026 on 2017/05/10 by Ben.Zeigler
Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor
Change 3435245 on 2017/05/11 by mason.seay
Submitting test assets for input testing and interactive loading screens
Change 3435491 on 2017/05/11 by Mike.Beach
CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values.
Change 3435962 on 2017/05/11 by Ben.Zeigler
Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked
Change 3436322 on 2017/05/11 by Dan.Oconnor
Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied
#jira UE-44780, UE-44794
Change 3437205 on 2017/05/12 by Ben.Zeigler
Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects
Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy
Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster
Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array
Change 3437206 on 2017/05/12 by Ben.Zeigler
Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly
Change 3437234 on 2017/05/12 by Ben.Zeigler
Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense
Change 3437368 on 2017/05/12 by Dan.Oconnor
Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL
Change 3439330 on 2017/05/15 by Ben.Zeigler
First half of Blueprint API for AssetManager, this covers everything other than load/unload
Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case
Change it so modifying the asset manager settings within the editor will refresh the dictionary
#jira UE-45016 Fix crash scanning empty paths
Change 3439331 on 2017/05/15 by Ben.Zeigler
AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration
Change 3439644 on 2017/05/15 by Dan.Oconnor
Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date
#jira UE-44972
#rnx
Change 3439992 on 2017/05/15 by Dan.Oconnor
Add missing OptionallyRefreshNodes, which is a hot reload hack
#jira UE-44970
#rnx
Change 3440223 on 2017/05/15 by Ben.Zeigler
Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets
Change 3440406 on 2017/05/15 by Ben.Zeigler
Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time
Change 3440879 on 2017/05/16 by Marc.Audy
Fix casing on #include to fix Linux CIS error
#rnx
Change 3441137 on 2017/05/16 by Ben.Zeigler
Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version
Change 3441364 on 2017/05/16 by Ben.Zeigler
#jira UE-45080 Fix Linux CIS issue
Change 3441444 on 2017/05/16 by Dan.Oconnor
Run RefreshExternalBlueprintDependencyNodes at a more appropriate time when using the compilation manager, link skeleton functions when using the compilation manager so that PropertyFlags match GeneratedClass
#jira UE-45029, UE-45037
#rnx
Change 3441445 on 2017/05/16 by Dan.Oconnor
Remove unused declaration
#rnx
Change 3441492 on 2017/05/16 by Ben.Zeigler
Rest of Asset Manager BP API
Added multiple async actions for loading and changing bundle states, and querying bundle states
Change it so the LoadAsset node has a then node to match the new async actions, and rename to Async Load Asset
Add HideThen metadata option to async actions and fix crash when renaming bound function
Change 3441493 on 2017/05/16 by Ben.Zeigler
Update AssetManager and AsyncLoading tests
Change 3441494 on 2017/05/16 by Ben.Zeigler
Update the archive's serialized property when serializing array, set, and map to point to the inner property. Fix a few call sites to look at parent property as needed.
This is needed for the new BPGC weak reference feature, but might also fix some crashes with HotReload where it was expecting the inner property and casting to ObjectProperty.
Change 3441600 on 2017/05/16 by Michael.Noland
Blueprints: Fixed some indentation issues in code
#rnx
Change 3441601 on 2017/05/16 by Michael.Noland
Blueprints: Changed DLL exporting on UK2Node_Tunnel and UK2Node_Composite to allow them to be used in plugins more readily
Change 3441602 on 2017/05/16 by Michael.Noland
Graph Editing: Changed FGraphEditorDragDropAction to work directly with a UEdGraphNode rather than a SGraphNode
Graph Editing: Allowed FGraphSchemaActionDragDropAction to be dropped onto pins in addition to the graph background, which will behave as if you dragged off the pin and picked the same action
Change 3441607 on 2017/05/16 by Michael.Noland
Blueprints: Allow functions from My Blueprints to be dropped onto pins in addition to the graph background, which performs the same action as if they had been picked from the menu after dragging off of that pin
Change 3441608 on 2017/05/16 by Michael.Noland
Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them
Change 3441613 on 2017/05/16 by Michael.Noland
Epic Friday: Snap node prototype (more compact way of organizing straight line Blueprint code via drag-dropping)
- Super early prototype, plugin is not enabled by default and is currently in NotForLicensees
Change 3441802 on 2017/05/16 by Michael.Noland
Blueprints: Adding some includes that are missing according to CIS
#rnx
Change 3441921 on 2017/05/16 by Dan.Oconnor
Avoid skipping full compile when not loading a DOB from disk - when a blueprint became data only we were not running the full compile
#jira UE-45048
#rnx
Change 3442903 on 2017/05/17 by Marc.Audy
Refactor header parser verification of rep notify functions in preparation for other forms of function verification.
Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.)
Fixed errors generated by verification not being associated with the correct code line.
Verification errors are now "warnings" and will all be reported rather than a single one being fatal.
Change 3442908 on 2017/05/17 by Marc.Audy
Remove some autos
#rnx
Change 3443802 on 2017/05/17 by Ben.Zeigler
#jira UE-35683 Add ability for resolve AssetId node to go from hard object to assetptr
Add IsValid and == for Asset/ClassId
Change 3444075 on 2017/05/17 by Ben.Zeigler
#jira UE-45121 Remove references to deleted cards, this field was not in use but is now warning due to better validation
Change 3444178 on 2017/05/17 by Dan.Oconnor
Fix for CPFUO dropping default values of CDO subobjects if the blueprint's parent's CDO was being regenerated at the same time
#jira UE-45050
Change 3444927 on 2017/05/17 by Dan.Oconnor
Improve fix for UE-45050, honor Params.bDoDelta
#rnx
Change 3447280 on 2017/05/18 by Marc.Audy
Properties can now be exposed to blueprints in such a way that a getter or setter accessor will be used rather than a direct read/write of the variable
Change 3447320 on 2017/05/18 by Marc.Audy
Some minor schema cleanups
#rnx
Change 3447537 on 2017/05/18 by Dan.Oconnor
Make sure CDO is included in ArchetypeRerencers when a subobject of said CDO is reinstanced
#jira UE-37023
Change 3448754 on 2017/05/19 by Marc.Audy
Fix hot reload crashing in EngineTest
#rnx
Change 3448792 on 2017/05/19 by Marc.Audy
Functional test for BP Accessors
#rnx
Change 3448806 on 2017/05/19 by Marc.Audy
Fix static analysis warning
#rnx
Change 3449091 on 2017/05/19 by Marc.Audy
Allow Find References to be selected from the components panel
#jira UE-45101
Change 3449361 on 2017/05/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3449079
#rnx
Change 3449644 on 2017/05/19 by Marc.Audy
Fix Anim SubInstance generated properties not being Blueprint Visible
Change 3450003 on 2017/05/19 by Dan.Oconnor
We need to do a bytecode only compile of dependent blueprints when an individual blueprint is compile because we cannot safely skip functions that are removed or change layout
#jira UE-45196
#rnx
Change 3452022 on 2017/05/22 by Marc.Audy
Fix BlueprintVisibility issues in orion UI
#rnx
Change 3452133 on 2017/05/22 by Ben.Zeigler
#jira UE-45240 Fix it so invalid primary asset types are not parsed, this happens while halfway through editing in the UI
Stop asset manager from generating 600 notifications, this causes multiple second stalls in the editor
Change 3452697 on 2017/05/22 by Marc.Audy
Use BlueprintGetter/Setter metadata instead of BlueprintInternalUseOnly for preventing accessors from appearing in menus
Prevent BlueprintNativeEvents from being used as property accessors
Disable functional test for blueprint native events
Change 3452780 on 2017/05/22 by Ben.Zeigler
Switch it so the LongPackageName and ContentDir metadata on a FDirectoryPath do the same thing and give you the in-editor path picker. These two metadata flags were implemented in parallel on two separate branches
Change 3452790 on 2017/05/22 by Ben.Zeigler
Fix issue when calling TryConvertFilenameToLongPackageName with a root directory name, and add comment mentioning that it works for directories, it's used this way throughout the editor and we couldn't come up with a better name for the function
Deprecated FPackageName::ConvertRootPathToContentPath and PackageFromPath as they were confusingly named and not used much. Also cleaned up header in general
Change 3454629 on 2017/05/23 by Marc.Audy
Deal with fall out from initial approach to disabling the native event getter/setter functional tests
#jira UE-45321
#jira UE-45322
Change 3454661 on 2017/05/23 by Marc.Audy
Mark Actor.RootComponent as having a getter instead of GetRootComponent being an explicitly exposed blueprint callable function
Change 3454662 on 2017/05/23 by Marc.Audy
Fix blueprint visibility of anim notify properties
Change 3454663 on 2017/05/23 by Marc.Audy
Fix fortnite blueprint exposure issues
Change 3454695 on 2017/05/23 by Lukasz.Furman
fixed bug with behavior tree decorator duplication: properties are no longer reset to defaults
#3591
Change 3454789 on 2017/05/23 by Ben.Zeigler
Add ProposedPlacement parameter to TryCalculatePopupWindowPosition that if non zero will allow the less common anchor styles like MenuPlacement_ComboBoxRight to work properly for popups spawned in a new window
Make the variable type menu be ComboBoxRight so it gives more space for longer sub type descriptions coming in a different change
Change 3454816 on 2017/05/23 by Ben.Zeigler
Change blueprint type of AssetID to SoftObjectReference and AssetClassId to SoftClassReference. These will also change in native for 4.18
Fix display issues with complicated variable types, for some reason it was using the non-localized name
Change 3454967 on 2017/05/23 by Lukasz.Furman
fixed ANavigationData.bForceRebuildOnLoad being ignored by navigation system
#jira UE-44231
Change 3454982 on 2017/05/23 by Ben.Zeigler
#jira UE-45298 Refresh primary asset ID selector when menu is reopened
Change 3455714 on 2017/05/23 by Marc.Audy
Prevent attachment from being setup to attach to itself or in a cyclic fashion.
#jira UE-45244
Change 3455871 on 2017/05/23 by Marc.Audy
Rename UEdGraph::CreateBlankNode to CreateIntermediateNode
Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode
No longer set timeline variables as blueprint visible
#jira UE-45204
Change 3455930 on 2017/05/23 by Ben.Zeigler
#jira UE-45349 Resave TM-Gameplay map. The map got fixed while UE-44972 was still open, which lead to the level script variables being corrupted. Manually compiling fixed the issue and the core bug is now fixed. Any other maps saved directly on Framework might show the same issue
Change 3456507 on 2017/05/24 by Marc.Audy
Fix game builds
#rnx
Change 3457323 on 2017/05/24 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3459068 on 2017/05/25 by mason.seay
Adding gamepad mapping for sprinting
Change 3459466 on 2017/05/25 by Dan.Oconnor
Fix for stale UClass ptrs in ReinstanceBatch when using compilation manager
#jira UE-45386
Change 3459469 on 2017/05/25 by Dan.Oconnor
Fix issue exposed by compilation manager - this function can't assign struct default values (e.g. LinearColor)
#jira UE-45389
[CL 3459511 by Marc Audy in Main branch]
2017-05-25 13:42:12 -04:00
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return FReply::Unhandled();
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