2016-01-07 08:17:16 -05:00
|
|
|
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
|
2016-02-24 14:23:53 -05:00
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
|
// THIS CLASS IS NOW DEPRECATED AND WILL BE REMOVED IN NEXT VERSION
|
|
|
|
|
// Please check GameplayDebugger.h for details.
|
|
|
|
|
|
|
|
|
|
#include "GameplayDebuggerPrivatePCH.h"
|
2014-03-14 14:13:41 -04:00
|
|
|
#include "Net/UnrealNetwork.h"
|
2014-06-10 13:56:35 -04:00
|
|
|
#include "DebugRenderSceneProxy.h"
|
|
|
|
|
#include "AI/Navigation/NavigationSystem.h"
|
2016-02-24 14:23:53 -05:00
|
|
|
#include "AI/Navigation/NavMeshRenderingComponent.h"
|
|
|
|
|
#include "AI/Navigation/RecastNavMesh.h"
|
2014-09-03 05:20:46 -04:00
|
|
|
#include "EnvironmentQuery/EnvQueryTypes.h"
|
2014-08-07 17:34:29 -04:00
|
|
|
#include "EnvironmentQuery/EnvQueryManager.h"
|
|
|
|
|
#include "EnvironmentQuery/EQSRenderingComponent.h"
|
|
|
|
|
#include "EnvironmentQuery/EnvQueryTest.h"
|
2014-08-21 20:30:51 -04:00
|
|
|
#include "BehaviorTree/BlackboardComponent.h"
|
2015-01-19 06:07:32 -05:00
|
|
|
#include "BehaviorTree/BehaviorTreeComponent.h"
|
2014-05-29 17:06:50 -04:00
|
|
|
#include "AIController.h"
|
|
|
|
|
#include "BrainComponent.h"
|
2014-06-10 13:56:35 -04:00
|
|
|
#include "BehaviorTreeDelegates.h"
|
2014-06-11 09:53:20 -04:00
|
|
|
#include "GameFramework/PlayerState.h"
|
2015-01-19 14:24:10 -05:00
|
|
|
#include "GameFramework/Character.h"
|
2015-01-19 15:35:35 -05:00
|
|
|
#include "GameFramework/CharacterMovementComponent.h"
|
2014-08-21 20:30:51 -04:00
|
|
|
#include "Engine/Channel.h"
|
2015-01-19 18:04:11 -05:00
|
|
|
#include "Animation/AnimMontage.h"
|
2016-03-11 09:55:03 -05:00
|
|
|
#include "GameplayTasksComponent.h"
|
2015-10-06 15:59:09 -04:00
|
|
|
#include "Perception/AIPerceptionComponent.h"
|
2014-06-10 13:56:35 -04:00
|
|
|
|
2014-11-25 09:36:16 -05:00
|
|
|
#if WITH_EDITOR
|
|
|
|
|
#include "Editor/EditorEngine.h"
|
|
|
|
|
#include "GeomTools.h"
|
|
|
|
|
#endif // WITH_EDITOR
|
|
|
|
|
|
2014-06-10 13:56:35 -04:00
|
|
|
#include "GameplayDebuggingComponent.h"
|
2016-02-29 13:48:09 -05:00
|
|
|
#include "GameplayDebuggingControllerComponent.h"
|
2016-02-24 14:23:53 -05:00
|
|
|
#include "GameplayDebuggingReplicator.h"
|
|
|
|
|
|
|
|
|
|
DEFINE_LOG_CATEGORY(LogGameplayDebugger);
|
|
|
|
|
|
|
|
|
|
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakePoint(const FVector& Location, const float Radius, const FColor& Color, const FString& Description)
|
|
|
|
|
{
|
|
|
|
|
FGameplayDebuggerShapeElement NewElement;
|
|
|
|
|
NewElement.Points.Add(Location);
|
|
|
|
|
NewElement.ThicknesOrRadius = Radius;
|
|
|
|
|
NewElement.Color = Color;
|
|
|
|
|
NewElement.Description = Description;
|
|
|
|
|
NewElement.Type = EGameplayDebuggerShapeElement::SinglePoint;
|
|
|
|
|
|
|
|
|
|
return NewElement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeSegment(const FVector& StartLocation, const FVector& EndLocation, const float Thickness, const FColor& Color, const FString& Description)
|
|
|
|
|
{
|
|
|
|
|
FGameplayDebuggerShapeElement NewElement;
|
|
|
|
|
NewElement.Points.Add(StartLocation);
|
|
|
|
|
NewElement.Points.Add(EndLocation);
|
|
|
|
|
NewElement.ThicknesOrRadius = Thickness;
|
|
|
|
|
NewElement.Color = Color;
|
|
|
|
|
NewElement.Description = Description;
|
|
|
|
|
NewElement.Type = EGameplayDebuggerShapeElement::Segment;
|
|
|
|
|
|
|
|
|
|
return NewElement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeBox(const FVector& Center, const FVector& Extent, const FColor& Color, const FString& Description)
|
|
|
|
|
{
|
|
|
|
|
FGameplayDebuggerShapeElement NewElement;
|
|
|
|
|
NewElement.Points.Add(Center);
|
|
|
|
|
NewElement.Points.Add(Extent);
|
|
|
|
|
NewElement.Color = Color;
|
|
|
|
|
NewElement.Description = Description;
|
|
|
|
|
NewElement.Type = EGameplayDebuggerShapeElement::Box;
|
|
|
|
|
|
|
|
|
|
return NewElement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCone(const FVector& Location, const FVector& Direction, const float Length, const FColor& Color, const FString& Description)
|
|
|
|
|
{
|
|
|
|
|
FGameplayDebuggerShapeElement NewElement;
|
|
|
|
|
NewElement.Points.Add(Location);
|
|
|
|
|
NewElement.Points.Add(Direction);
|
|
|
|
|
NewElement.ThicknesOrRadius = Length;
|
|
|
|
|
NewElement.Color = Color;
|
|
|
|
|
NewElement.Description = Description;
|
|
|
|
|
NewElement.Type = EGameplayDebuggerShapeElement::Cone;
|
|
|
|
|
|
|
|
|
|
return NewElement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCylinder(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description)
|
|
|
|
|
{
|
|
|
|
|
FGameplayDebuggerShapeElement NewElement;
|
|
|
|
|
NewElement.Points.Add(Center - FVector(0, 0, HalfHeight));
|
|
|
|
|
NewElement.Points.Add(Center + FVector(0, 0, HalfHeight));
|
|
|
|
|
NewElement.ThicknesOrRadius = Radius;
|
|
|
|
|
NewElement.Color = Color;
|
|
|
|
|
NewElement.Description = Description;
|
|
|
|
|
NewElement.Type = EGameplayDebuggerShapeElement::Cylinder;
|
|
|
|
|
|
|
|
|
|
return NewElement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCapsule(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description)
|
|
|
|
|
{
|
|
|
|
|
FGameplayDebuggerShapeElement NewElement;
|
|
|
|
|
NewElement.Points.Add(Center - FVector(0, 0, HalfHeight));
|
|
|
|
|
NewElement.Points.Add(Center + FVector(0, 0, HalfHeight));
|
|
|
|
|
NewElement.ThicknesOrRadius = Radius;
|
|
|
|
|
NewElement.Color = Color;
|
|
|
|
|
NewElement.Description = Description;
|
|
|
|
|
NewElement.Type = EGameplayDebuggerShapeElement::Capsule;
|
|
|
|
|
|
|
|
|
|
return NewElement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakePolygon(const TArray<FVector>& Verts, const FColor& Color, const FString& Description)
|
|
|
|
|
{
|
|
|
|
|
FGameplayDebuggerShapeElement NewElement;
|
|
|
|
|
NewElement.Points = Verts;
|
|
|
|
|
NewElement.Color = Color;
|
|
|
|
|
NewElement.Description = Description;
|
|
|
|
|
NewElement.Type = EGameplayDebuggerShapeElement::Polygon;
|
|
|
|
|
return NewElement;
|
|
|
|
|
}
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------//
|
|
|
|
|
// Composite Scene proxy
|
|
|
|
|
//----------------------------------------------------------------------//
|
|
|
|
|
class FDebugRenderSceneCompositeProxy : public FDebugRenderSceneProxy
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FDebugRenderSceneCompositeProxy(const UPrimitiveComponent* InComponent)
|
|
|
|
|
: FDebugRenderSceneProxy(InComponent)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
virtual ~FDebugRenderSceneCompositeProxy()
|
|
|
|
|
{
|
|
|
|
|
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
|
|
|
|
|
{
|
|
|
|
|
delete ChildProxies[Index];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
|
|
|
|
|
{
|
|
|
|
|
ChildProxies[Index]->DrawStaticElements(PDI);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-08-12 18:24:52 -04:00
|
|
|
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
|
|
|
|
|
{
|
|
|
|
|
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
|
|
|
|
|
{
|
|
|
|
|
ChildProxies[Index]->GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void RegisterDebugDrawDelgate() override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
|
|
|
|
|
{
|
|
|
|
|
ChildProxies[Index]->RegisterDebugDrawDelgate();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-06-13 06:14:46 -04:00
|
|
|
virtual void UnregisterDebugDrawDelgate() override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
|
|
|
|
|
{
|
|
|
|
|
ChildProxies[Index]->UnregisterDebugDrawDelgate();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2015-09-01 18:01:22 -04:00
|
|
|
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
FPrimitiveViewRelevance Result;
|
|
|
|
|
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
|
|
|
|
|
{
|
|
|
|
|
Result |= ChildProxies[Index]->GetViewRelevance(View);
|
|
|
|
|
}
|
|
|
|
|
return Result;
|
|
|
|
|
}
|
|
|
|
|
|
2015-04-01 07:20:55 -04:00
|
|
|
virtual uint32 GetMemoryFootprint( void ) const override
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
return sizeof( *this ) + GetAllocatedSize();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32 GetAllocatedSize( void ) const
|
|
|
|
|
{
|
|
|
|
|
uint32 Size = 0;
|
|
|
|
|
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
|
|
|
|
|
{
|
|
|
|
|
ChildProxies[Index]->GetMemoryFootprint();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return Size + ChildProxies.GetAllocatedSize();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddChild(FDebugRenderSceneProxy* NewChild)
|
|
|
|
|
{
|
|
|
|
|
ChildProxies.AddUnique(NewChild);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
TArray<FDebugRenderSceneProxy*> ChildProxies;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------//
|
|
|
|
|
// UGameplayDebuggingComponent
|
|
|
|
|
//----------------------------------------------------------------------//
|
|
|
|
|
|
|
|
|
|
FName UGameplayDebuggingComponent::DefaultComponentName = TEXT("GameplayDebuggingComponent");
|
|
|
|
|
FOnDebuggingTargetChanged UGameplayDebuggingComponent::OnDebuggingTargetChangedDelegate;
|
|
|
|
|
|
2014-10-14 10:29:11 -04:00
|
|
|
UGameplayDebuggingComponent::UGameplayDebuggingComponent(const FObjectInitializer& ObjectInitializer)
|
|
|
|
|
: Super(ObjectInitializer)
|
2014-03-14 14:13:41 -04:00
|
|
|
, bDrawEQSLabels(true)
|
|
|
|
|
, bDrawEQSFailedItems(true)
|
|
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
|
DebugComponentClassName = TEXT("/Script/GameplayDebugger.GameplayDebuggingComponent");
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
PrimaryComponentTick.bCanEverTick = true;
|
|
|
|
|
bWantsInitializeComponent = true;
|
2015-06-11 10:20:48 -04:00
|
|
|
bAutoActivate = false;
|
2014-03-14 14:13:41 -04:00
|
|
|
PrimaryComponentTick.bStartWithTickEnabled = false;
|
|
|
|
|
|
2015-01-27 10:22:55 -05:00
|
|
|
LastStoredPathTimeStamp = -1.f;
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
ShowExtendedInformatiomCounter = 0;
|
|
|
|
|
#if WITH_EDITOR
|
|
|
|
|
bWasSelectedInEditor = false;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
bHiddenInGame = false;
|
|
|
|
|
bEnabledTargetSelection = false;
|
2014-04-23 19:29:53 -04:00
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
bEnableClientEQSSceneProxy = false;
|
|
|
|
|
NextTargrtSelectionTime = 0;
|
2014-04-23 19:29:53 -04:00
|
|
|
ReplicateViewDataCounters.Init(0, EAIDebugDrawDataView::MAX);
|
2014-08-21 20:30:51 -04:00
|
|
|
|
|
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
|
|
|
if (Replicator)
|
|
|
|
|
{
|
2015-06-22 20:28:51 -04:00
|
|
|
Replicator->OnCycleDetailsView.AddUObject(this, &UGameplayDebuggingComponent::OnCycleDetailsView);
|
2014-11-25 09:36:16 -05:00
|
|
|
FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(Replicator);
|
Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2799478 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added Dev Stream custom versions.
- Each stream now has its own custom version
- Developers working in a stream should only modify their respective version
Change 2789867 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
UnrealHeaderTool plugins no longer need to be a separate plugin and don't require UnrealHeaderTool source code changes to work.
- Merged ScriptGeneratorPlugin with ScriptPlugin
- Introduced the concept of UHT plugin support for plugins so that UHT's source files don't need to be modified to make it work with external plugins
- Added RuntimeNoProgram module type (module that can be used at runtime but not by program targets).
- Fixed logic with project file path setting in the engine. It will no longer try to crate a full path from an already rooted path.
Change 2796114 on 2015/12/09 by Steve.Robb@Dev-Core
TEnumRange - enabled ranged-based for iteration over enum values.
Change 2789843 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
More thorough way of verifying GC cluster assumptions.
Change 2794221 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Don't merge GC clusters by default
Change 2797824 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added the option to load all symbols for stack walking in non-monolithic builds.
Change 2790539 on 2015/12/04 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Stats/Profiler - Better handling for live connection, using the same path as file profiles, added FStatsLoadedState to separate runtime stats state from the loaded one
Change 2794183 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Always reset events when returning them to pool.
Change 2794406 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Fixing -unversioned flag being completely ignored when cooking
Change 2794563 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Making sure string referenced assets don't get cooked if referenced by editor-only properties.
Change 2795124 on 2015/12/08 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Fixed bad data in min/max/avg inclusive times, added min/max/avg num calls, fixed event graph tooltip not displaying correct values
Change 2796208 on 2015/12/09 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Remove support for multiple instances in the profiler (game thread is always visible, a few crash fixes, cleaned code a bit)
Change 2797658 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Allocation verification helpers. Helps with tracking down memory stomps, freeing the same pointers multiple times.
Change 2797699 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fix incorrect asset loading in Cooked game data (by bozaro)
PR #1844
Change 2798173 on 2015/12/10 by Steve.Robb@Dev-Core
Migration of Fortnite to use engine's TEnumRange.
Change 2798217 on 2015/12/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1331
[Core] Added a stomp allocator that allows finding memory overruns, underruns, and read/write after free. (Contributed by Pablo Zurita)
Change 2799605 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fixing a crash when cancelling async loading caused by detaching linker from objects that had RF_NeedLoad flag set.
Change 2799849 on 2015/12/11 by Steve.Robb@Dev-Core
Migration of Ocean to use engine's TEnumRange.
Change 2803144 on 2015/12/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Changed export tagging archive to also serialize class default objects using the normal Serialize path so that it can collect all custom versions used by exports.
Change 2803206 on 2015/12/15 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
#jira UE-24177
Audit ôshippingö defines in engine
Change 2804868 on 2015/12/16 by Steve.Robb@Dev-Core
Removal of stats from MallocBinned2, to be readded later.
#lockdown Nick.Penwarden
[CL 2805158 by Robert Manuszewski in Main branch]
2015-12-16 11:52:36 -05:00
|
|
|
for (EAIDebugDrawDataView::Type View : TEnumRange<EAIDebugDrawDataView::Type>())
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2799478 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added Dev Stream custom versions.
- Each stream now has its own custom version
- Developers working in a stream should only modify their respective version
Change 2789867 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
UnrealHeaderTool plugins no longer need to be a separate plugin and don't require UnrealHeaderTool source code changes to work.
- Merged ScriptGeneratorPlugin with ScriptPlugin
- Introduced the concept of UHT plugin support for plugins so that UHT's source files don't need to be modified to make it work with external plugins
- Added RuntimeNoProgram module type (module that can be used at runtime but not by program targets).
- Fixed logic with project file path setting in the engine. It will no longer try to crate a full path from an already rooted path.
Change 2796114 on 2015/12/09 by Steve.Robb@Dev-Core
TEnumRange - enabled ranged-based for iteration over enum values.
Change 2789843 on 2015/12/04 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
More thorough way of verifying GC cluster assumptions.
Change 2794221 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Don't merge GC clusters by default
Change 2797824 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Added the option to load all symbols for stack walking in non-monolithic builds.
Change 2790539 on 2015/12/04 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Stats/Profiler - Better handling for live connection, using the same path as file profiles, added FStatsLoadedState to separate runtime stats state from the loaded one
Change 2794183 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Always reset events when returning them to pool.
Change 2794406 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Fixing -unversioned flag being completely ignored when cooking
Change 2794563 on 2015/12/08 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream2
Making sure string referenced assets don't get cooked if referenced by editor-only properties.
Change 2795124 on 2015/12/08 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Fixed bad data in min/max/avg inclusive times, added min/max/avg num calls, fixed event graph tooltip not displaying correct values
Change 2796208 on 2015/12/09 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
Profiler - Remove support for multiple instances in the profiler (game thread is always visible, a few crash fixes, cleaned code a bit)
Change 2797658 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Allocation verification helpers. Helps with tracking down memory stomps, freeing the same pointers multiple times.
Change 2797699 on 2015/12/10 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fix incorrect asset loading in Cooked game data (by bozaro)
PR #1844
Change 2798173 on 2015/12/10 by Steve.Robb@Dev-Core
Migration of Fortnite to use engine's TEnumRange.
Change 2798217 on 2015/12/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1331
[Core] Added a stomp allocator that allows finding memory overruns, underruns, and read/write after free. (Contributed by Pablo Zurita)
Change 2799605 on 2015/12/11 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Fixing a crash when cancelling async loading caused by detaching linker from objects that had RF_NeedLoad flag set.
Change 2799849 on 2015/12/11 by Steve.Robb@Dev-Core
Migration of Ocean to use engine's TEnumRange.
Change 2803144 on 2015/12/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Changed export tagging archive to also serialize class default objects using the normal Serialize path so that it can collect all custom versions used by exports.
Change 2803206 on 2015/12/15 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
#jira UE-24177
Audit ôshippingö defines in engine
Change 2804868 on 2015/12/16 by Steve.Robb@Dev-Core
Removal of stats from MallocBinned2, to be readded later.
#lockdown Nick.Penwarden
[CL 2805158 by Robert Manuszewski in Main branch]
2015-12-16 11:52:36 -05:00
|
|
|
ReplicateViewDataCounters[View] = Settings.CheckFlag(View);
|
2014-11-25 09:36:16 -05:00
|
|
|
}
|
2014-08-21 20:30:51 -04:00
|
|
|
}
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::Activate(bool bReset)
|
|
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-10-06 15:59:09 -04:00
|
|
|
Super::Activate(bReset);
|
|
|
|
|
SetComponentTickEnabled(true);
|
|
|
|
|
SetIsReplicated(true);
|
|
|
|
|
ActivationCounter++;
|
2014-06-10 13:56:35 -04:00
|
|
|
#else
|
|
|
|
|
Super::Activate(bReset);
|
|
|
|
|
#endif
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::Deactivate()
|
|
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-10-06 15:59:09 -04:00
|
|
|
Super::Deactivate();
|
|
|
|
|
SetComponentTickEnabled(false);
|
|
|
|
|
SetIsReplicated(false);
|
2014-06-10 13:56:35 -04:00
|
|
|
#else
|
|
|
|
|
Super::Deactivate();
|
|
|
|
|
#endif
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-10-06 15:59:09 -04:00
|
|
|
void UGameplayDebuggingComponent::OnRep_ActivationCounter()
|
|
|
|
|
{
|
|
|
|
|
// make sure that tick function is running, can't select actor to debug without it
|
|
|
|
|
// if first activation (UActorComponent) comes before tick function is registered, state will be overridden by bStartWithTickEnabled (false)
|
|
|
|
|
SetComponentTickEnabled(true);
|
|
|
|
|
}
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
void UGameplayDebuggingComponent::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
|
|
|
|
|
{
|
|
|
|
|
Super::GetLifetimeReplicatedProps( OutLifetimeProps );
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, ReplicateViewDataCounters);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, ShowExtendedInformatiomCounter);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, ControllerName)
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, PawnName);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, DebugIcon);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, PawnClass);
|
2015-10-06 15:59:09 -04:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, ActivationCounter);
|
2015-01-19 06:07:32 -05:00
|
|
|
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingCharacter);
|
2015-02-19 07:14:31 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, MovementBaseInfo);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, MovementModeInfo);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, MontageInfo);
|
|
|
|
|
|
2015-01-19 06:07:32 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingPathFollowing);
|
2015-02-19 07:14:31 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, PathFollowingInfo);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, NavDataInfo);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, PathPoints);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, PathCorridorData);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, NextPathPointIndex);
|
|
|
|
|
|
2015-01-19 06:07:32 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingBehaviorTree);
|
2015-02-19 07:14:31 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAITask);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAIState);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAIAssets);
|
|
|
|
|
|
2015-06-30 07:11:55 -04:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, GameplayTasksState);
|
|
|
|
|
|
2015-01-19 06:07:32 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingAbilities);
|
2015-02-19 07:14:31 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, AbilityInfo);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-08-21 20:30:51 -04:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, BrainComponentName);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, BrainComponentString);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, BlackboardRepData);
|
|
|
|
|
|
2015-01-19 06:07:32 -05:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, NavmeshRepData);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, TargetActor);
|
2014-04-23 19:29:53 -04:00
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, EQSRepData);
|
2014-09-29 21:43:13 -04:00
|
|
|
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, SensingComponentLocation);
|
2015-10-06 15:59:09 -04:00
|
|
|
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, PerceptionLegend)
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, DistanceFromPlayer);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, DistanceFromSensor);
|
|
|
|
|
DOREPLIFETIME(UGameplayDebuggingComponent, SensingComponentLocation);
|
2016-02-24 14:23:53 -05:00
|
|
|
// DOREPLIFETIME(UGameplayDebuggingComponent, PerceptionShapeElements);
|
2015-10-06 15:59:09 -04:00
|
|
|
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-02-19 07:14:31 -05:00
|
|
|
bool UGameplayDebuggingComponent::ClientEnableTargetSelection_Validate(bool bEnable)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2015-02-19 07:14:31 -05:00
|
|
|
void UGameplayDebuggingComponent::ClientEnableTargetSelection_Implementation(bool bEnable)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
bEnabledTargetSelection = bEnable;
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2015-02-19 07:14:31 -05:00
|
|
|
if (bEnabledTargetSelection && World && World->GetNetMode() != NM_DedicatedServer)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-04-24 15:04:22 -04:00
|
|
|
NextTargrtSelectionTime = 0;
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::SetActorToDebug(AActor* Actor)
|
|
|
|
|
{
|
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-04-24 14:07:47 -04:00
|
|
|
if (TargetActor != Actor)
|
|
|
|
|
{
|
|
|
|
|
MarkRenderStateDirty();
|
|
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
TargetActor = Actor;
|
2014-09-09 12:17:30 -04:00
|
|
|
EQSLocalData.Reset();
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
|
|
|
|
|
{
|
|
|
|
|
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2015-02-19 07:14:31 -05:00
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
if (bEnabledTargetSelection)
|
|
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
|
|
|
if (Replicator)
|
|
|
|
|
{
|
2014-06-25 09:28:40 -04:00
|
|
|
if (Replicator->GetLocalPlayerOwner())
|
2014-06-10 13:56:35 -04:00
|
|
|
{
|
2014-06-25 09:28:40 -04:00
|
|
|
SelectTargetToDebug();
|
2014-06-10 13:56:35 -04:00
|
|
|
}
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
|
2015-02-19 07:14:31 -05:00
|
|
|
if (World && World->GetNetMode() < NM_Client)
|
|
|
|
|
{
|
|
|
|
|
CollectDataToReplicate(true);
|
|
|
|
|
}
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2014-06-25 09:28:40 -04:00
|
|
|
void UGameplayDebuggingComponent::SelectTargetToDebug()
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-06-25 09:28:40 -04:00
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
2015-04-13 06:23:53 -04:00
|
|
|
|
|
|
|
|
UGameplayDebuggingControllerComponent* GDC = Replicator->FindComponentByClass<UGameplayDebuggingControllerComponent>();
|
|
|
|
|
APlayerController* MyPC = GDC && GDC->GetDebugCameraController().IsValid() ? GDC->GetDebugCameraController().Get() : Replicator->GetLocalPlayerOwner();
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
if (MyPC )
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-02-19 07:14:31 -05:00
|
|
|
float bestAim = 0;
|
2014-03-14 14:13:41 -04:00
|
|
|
FVector CamLocation;
|
|
|
|
|
FRotator CamRotation;
|
|
|
|
|
check(MyPC->PlayerCameraManager != NULL);
|
|
|
|
|
MyPC->PlayerCameraManager->GetCameraViewPoint(CamLocation, CamRotation);
|
|
|
|
|
FVector FireDir = CamRotation.Vector();
|
|
|
|
|
UWorld* World = MyPC->GetWorld();
|
|
|
|
|
check( World );
|
|
|
|
|
|
|
|
|
|
APawn* PossibleTarget = NULL;
|
|
|
|
|
for (FConstPawnIterator Iterator = World->GetPawnIterator(); Iterator; ++Iterator )
|
|
|
|
|
{
|
|
|
|
|
APawn* NewTarget = *Iterator;
|
2014-07-14 19:41:38 -04:00
|
|
|
if (NewTarget == NULL || NewTarget == MyPC->GetPawn()
|
|
|
|
|
|| (NewTarget->PlayerState != NULL && NewTarget->PlayerState->bIsABot == false)
|
|
|
|
|
|| NewTarget->GetActorEnableCollision() == false)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
2015-02-19 07:14:31 -05:00
|
|
|
if (NewTarget != MyPC->GetPawn())
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
// look for best controlled pawn target
|
|
|
|
|
const FVector AimDir = NewTarget->GetActorLocation() - CamLocation;
|
|
|
|
|
float FireDist = AimDir.SizeSquared();
|
2014-04-24 15:04:22 -04:00
|
|
|
// only find targets which are < 25000 units away
|
|
|
|
|
if (FireDist < 625000000.f)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
FireDist = FMath::Sqrt(FireDist);
|
2015-02-19 07:14:31 -05:00
|
|
|
float newAim = FVector::DotProduct(FireDir, AimDir);
|
|
|
|
|
newAim = newAim / FireDist;
|
2014-03-14 14:13:41 -04:00
|
|
|
if (newAim > bestAim)
|
|
|
|
|
{
|
|
|
|
|
PossibleTarget = NewTarget;
|
|
|
|
|
bestAim = newAim;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2015-02-19 07:14:31 -05:00
|
|
|
if (PossibleTarget != NULL && PossibleTarget != GetSelectedActor())
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-03-06 15:13:38 -05:00
|
|
|
if (AGameplayDebuggingReplicator* DebuggingReplicator = Cast<AGameplayDebuggingReplicator>(GetOwner()))
|
2014-08-07 17:34:29 -04:00
|
|
|
{
|
2015-03-06 15:13:38 -05:00
|
|
|
DebuggingReplicator->ServerSetActorToDebug(Cast<AActor>(PossibleTarget));
|
2015-04-24 14:07:47 -04:00
|
|
|
MarkRenderStateDirty();
|
2014-08-07 17:34:29 -04:00
|
|
|
}
|
|
|
|
|
|
2014-06-10 13:56:35 -04:00
|
|
|
ServerReplicateData(EDebugComponentMessage::ActivateReplication, EAIDebugDrawDataView::Empty);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2014-06-10 13:56:35 -04:00
|
|
|
void UGameplayDebuggingComponent::CollectDataToReplicate(bool bCollectExtendedData)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-04-24 14:07:47 -04:00
|
|
|
const AActor *SelectedActor = GetSelectedActor();
|
|
|
|
|
if (!SelectedActor || SelectedActor->IsPendingKill())
|
2014-06-10 13:56:35 -04:00
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-30 17:34:38 -04:00
|
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::Basic) || ShouldReplicateData(EAIDebugDrawDataView::OverHead))
|
|
|
|
|
{
|
|
|
|
|
CollectBasicData();
|
|
|
|
|
}
|
|
|
|
|
|
2014-09-09 12:17:30 -04:00
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
|
|
|
const bool bDrawFullData = Replicator->GetSelectedActorToDebug() == GetSelectedActor();
|
|
|
|
|
if (bDrawFullData && ShouldReplicateData(EAIDebugDrawDataView::Basic))
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
CollectPathData();
|
|
|
|
|
}
|
2014-04-30 17:34:38 -04:00
|
|
|
|
2014-09-09 12:17:30 -04:00
|
|
|
if (bCollectExtendedData && bDrawFullData)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-04-30 17:34:38 -04:00
|
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
|
|
|
|
|
{
|
|
|
|
|
CollectBehaviorTreeData();
|
|
|
|
|
}
|
|
|
|
|
|
2014-05-29 17:06:50 -04:00
|
|
|
#if WITH_EQS
|
2014-04-30 17:34:38 -04:00
|
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::EQS))
|
|
|
|
|
{
|
2014-08-07 17:34:29 -04:00
|
|
|
bool bEnabledEnvironmentQueryEd = true;
|
|
|
|
|
if (GConfig)
|
|
|
|
|
{
|
|
|
|
|
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnabledEnvironmentQueryEd, GEngineIni);
|
|
|
|
|
}
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2014-08-07 17:34:29 -04:00
|
|
|
if (bEnabledEnvironmentQueryEd)
|
|
|
|
|
{
|
|
|
|
|
CollectEQSData();
|
|
|
|
|
}
|
2014-04-30 17:34:38 -04:00
|
|
|
}
|
2014-05-29 17:06:50 -04:00
|
|
|
#endif // WITH_EQS
|
2015-10-06 15:59:09 -04:00
|
|
|
CollectPerceptionData();
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicData()
|
|
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
2014-03-14 14:13:41 -04:00
|
|
|
PawnName = MyPawn->GetHumanReadableName();
|
|
|
|
|
PawnClass = MyPawn->GetClass()->GetName();
|
2015-01-19 06:07:32 -05:00
|
|
|
AAIController* MyController = Cast<AAIController>(MyPawn->Controller);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2015-01-19 06:07:32 -05:00
|
|
|
bIsUsingCharacter = MyPawn->IsA(ACharacter::StaticClass());
|
|
|
|
|
|
|
|
|
|
if (MyController)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
if (MyController->IsPendingKill() == false)
|
|
|
|
|
{
|
|
|
|
|
ControllerName = MyController->GetName();
|
|
|
|
|
DebugIcon = MyController->GetDebugIcon();
|
2015-01-19 06:07:32 -05:00
|
|
|
|
|
|
|
|
CollectBasicMovementData(MyPawn);
|
|
|
|
|
CollectBasicPathData(MyPawn);
|
|
|
|
|
CollectBasicBehaviorData(MyPawn);
|
|
|
|
|
CollectBasicAbilityData(MyPawn);
|
|
|
|
|
CollectBasicAnimationData(MyPawn);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
ControllerName = TEXT("Controller PENDING KILL");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
ControllerName = TEXT("No Controller");
|
|
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2015-01-19 06:07:32 -05:00
|
|
|
void UGameplayDebuggingComponent::CollectBasicMovementData(APawn* MyPawn)
|
|
|
|
|
{
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
UCharacterMovementComponent* CharMovement = Cast<UCharacterMovementComponent>(MyPawn->GetMovementComponent());
|
|
|
|
|
if (CharMovement)
|
|
|
|
|
{
|
|
|
|
|
UPrimitiveComponent* FloorComponent = MyPawn->GetMovementBase();
|
|
|
|
|
AActor* FloorActor = FloorComponent ? FloorComponent->GetOwner() : nullptr;
|
|
|
|
|
MovementBaseInfo = FloorComponent ? FString::Printf(TEXT("%s.%s"), *GetNameSafe(FloorActor), *FloorComponent->GetName()) : TEXT("None");
|
|
|
|
|
|
|
|
|
|
MovementModeInfo = CharMovement->GetMovementName();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
MovementBaseInfo = TEXT("");
|
|
|
|
|
MovementModeInfo = TEXT("");
|
|
|
|
|
}
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicPathData(APawn* MyPawn)
|
|
|
|
|
{
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(MyPawn->GetWorld());
|
|
|
|
|
AAIController* MyAIController = Cast<AAIController>(MyPawn->GetController());
|
|
|
|
|
|
2015-04-24 14:07:47 -04:00
|
|
|
const ANavigationData* NavData = NavSys ? NavSys->GetNavDataForProps(MyAIController->GetNavAgentPropertiesRef()) : nullptr;
|
2015-03-17 09:44:38 -04:00
|
|
|
if (NavData)
|
|
|
|
|
{
|
|
|
|
|
NavDataInfo = NavData->GetConfig().Name.ToString();
|
|
|
|
|
}
|
2015-01-19 06:07:32 -05:00
|
|
|
|
|
|
|
|
UPathFollowingComponent* PFC = MyAIController->GetPathFollowingComponent();
|
|
|
|
|
bIsUsingPathFollowing = (PFC != nullptr);
|
|
|
|
|
|
|
|
|
|
if (PFC)
|
|
|
|
|
{
|
|
|
|
|
TArray<FString> Tokens;
|
|
|
|
|
TArray<EPathFollowingDebugTokens::Type> Flags;
|
|
|
|
|
if (PFC)
|
|
|
|
|
{
|
|
|
|
|
PFC->GetDebugStringTokens(Tokens, Flags);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PathFollowingInfo = FString();
|
|
|
|
|
for (int32 Idx = 0; Idx < Tokens.Num(); Idx++)
|
|
|
|
|
{
|
|
|
|
|
switch (Flags[Idx])
|
|
|
|
|
{
|
|
|
|
|
case EPathFollowingDebugTokens::Description:
|
|
|
|
|
PathFollowingInfo += Tokens[Idx];
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case EPathFollowingDebugTokens::ParamName:
|
|
|
|
|
PathFollowingInfo += TEXT(", {yellow}");
|
|
|
|
|
PathFollowingInfo += Tokens[Idx];
|
|
|
|
|
PathFollowingInfo += TEXT(":");
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case EPathFollowingDebugTokens::PassedValue:
|
|
|
|
|
PathFollowingInfo += TEXT("{yellow}");
|
|
|
|
|
PathFollowingInfo += Tokens[Idx];
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case EPathFollowingDebugTokens::FailedValue:
|
|
|
|
|
PathFollowingInfo += TEXT("{orange}");
|
|
|
|
|
PathFollowingInfo += Tokens[Idx];
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
PathFollowingInfo = TEXT("");
|
|
|
|
|
}
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicBehaviorData(APawn* MyPawn)
|
|
|
|
|
{
|
2015-08-03 12:26:01 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && ENABLE_VISUAL_LOG
|
2015-01-19 06:07:32 -05:00
|
|
|
AAIController* MyAIController = Cast<AAIController>(MyPawn->GetController());
|
|
|
|
|
UBehaviorTreeComponent* BTC = MyAIController ? Cast<UBehaviorTreeComponent>(MyAIController->BrainComponent) : nullptr;
|
|
|
|
|
bIsUsingBehaviorTree = (BTC != nullptr);
|
|
|
|
|
|
|
|
|
|
if (BTC)
|
|
|
|
|
{
|
|
|
|
|
CurrentAITask = BTC->DescribeActiveTasks();
|
|
|
|
|
CurrentAIState = BTC->IsRunning() ? TEXT("Running") : BTC->IsPaused() ? TEXT("Paused") : TEXT("Inactive");
|
|
|
|
|
CurrentAIAssets = BTC->DescribeActiveTrees();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
CurrentAITask = TEXT("");
|
|
|
|
|
CurrentAIState = TEXT("");
|
|
|
|
|
CurrentAIAssets = TEXT("");
|
|
|
|
|
}
|
2015-06-30 07:11:55 -04:00
|
|
|
|
2016-03-29 16:33:59 -04:00
|
|
|
GameplayTasksState = TEXT("");
|
2015-06-30 07:11:55 -04:00
|
|
|
UGameplayTasksComponent* GTComponent = MyPawn->FindComponentByClass<UGameplayTasksComponent>();
|
|
|
|
|
if (GTComponent)
|
|
|
|
|
{
|
2016-03-29 16:33:59 -04:00
|
|
|
for (FConstGameplayTaskIterator It = GTComponent->GetPriorityQueueIterator(); It; ++It)
|
|
|
|
|
{
|
|
|
|
|
const UGameplayTask* QueueTask = *It;
|
|
|
|
|
if (QueueTask)
|
|
|
|
|
{
|
|
|
|
|
const UObject* OwnerOb = Cast<const UObject>(QueueTask->GetTaskOwner());
|
|
|
|
|
|
|
|
|
|
GameplayTasksState += FString::Printf(TEXT("{white}%s%s {%s}%s {white}Owner:{yellow}%s {white}Res:{yellow}%s\n"),
|
|
|
|
|
*QueueTask->GetName(),
|
|
|
|
|
QueueTask->GetInstanceName() != NAME_None ? *FString::Printf(TEXT(" {yellow}[%s]"), *QueueTask->GetInstanceName().ToString()) : TEXT(""),
|
|
|
|
|
QueueTask->IsActive() ? TEXT("green") : TEXT("orange"),
|
|
|
|
|
*QueueTask->GetTaskStateName(),
|
|
|
|
|
(OwnerOb == GTComponent) ? TEXT("default") : *GetNameSafe(OwnerOb),
|
|
|
|
|
*QueueTask->GetRequiredResources().GetDebugDescription());
|
|
|
|
|
}
|
|
|
|
|
}
|
2015-06-30 07:11:55 -04:00
|
|
|
}
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicAbilityData(APawn* MyPawn)
|
|
|
|
|
{
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2016-02-24 14:23:53 -05:00
|
|
|
// DEPRECATED and not supported anymore, use new category based GameplayDebugger instead
|
|
|
|
|
// IGameplayAbilitiesModule& AbilitiesModule = FModuleManager::LoadModuleChecked<IGameplayAbilitiesModule>("GameplayAbilities");
|
|
|
|
|
// AbilitiesModule.GetActiveAbilitiesDebugDataForActor(MyPawn, AbilityInfo, bUsingAbilities);
|
|
|
|
|
// bIsUsingAbilities = bUsingAbilities;
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicAnimationData(APawn* MyPawn)
|
|
|
|
|
{
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
ACharacter* MyChar = Cast<ACharacter>(MyPawn);
|
|
|
|
|
MontageInfo = MyChar ? GetNameSafe(MyChar->GetCurrentMontage()) : TEXT("");
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-01-19 06:07:32 -05:00
|
|
|
}
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
void UGameplayDebuggingComponent::CollectBehaviorTreeData()
|
|
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-04-23 19:29:53 -04:00
|
|
|
if (!ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2014-08-28 16:05:15 -04:00
|
|
|
BrainComponentName = TEXT("");
|
|
|
|
|
BrainComponentString = TEXT("");
|
|
|
|
|
|
2014-06-10 13:56:35 -04:00
|
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
2014-08-28 16:05:15 -04:00
|
|
|
AAIController* MyController = Cast<AAIController>(MyPawn->Controller);
|
|
|
|
|
if (MyController != NULL && MyController->BrainComponent != NULL && MyController->IsPendingKillPending() == false)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-08-21 20:30:51 -04:00
|
|
|
BrainComponentName = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetName() : TEXT("");
|
2014-08-25 11:07:28 -04:00
|
|
|
BrainComponentString = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetDebugInfoString() : TEXT("");
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2015-07-30 14:08:43 -04:00
|
|
|
BlackboardString = MyController->BrainComponent->GetBlackboardComponent() ? MyController->BrainComponent->GetBlackboardComponent()->GetDebugInfoString(EBlackboardDescription::KeyWithValue) : TEXT("");
|
2014-08-21 20:30:51 -04:00
|
|
|
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2015-07-30 14:08:43 -04:00
|
|
|
if (World && World->GetNetMode() != NM_Standalone)
|
|
|
|
|
{
|
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
|
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2015-07-30 14:08:43 -04:00
|
|
|
ArWriter << BlackboardString;
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2015-07-30 14:08:43 -04:00
|
|
|
const int32 HeaderSize = sizeof(int32);
|
|
|
|
|
BlackboardRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedBuffer.Num()));
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2015-07-30 14:08:43 -04:00
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
|
|
|
int32 CompressedSize = BlackboardRepData.Num() - HeaderSize;
|
|
|
|
|
uint8* DestBuffer = BlackboardRepData.GetData();
|
|
|
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
|
|
|
DestBuffer += HeaderSize;
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2015-07-30 14:08:43 -04:00
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
|
|
|
|
|
(void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
2014-08-21 20:30:51 -04:00
|
|
|
|
2015-07-30 14:08:43 -04:00
|
|
|
BlackboardRepData.SetNum(CompressedSize + HeaderSize, false);
|
2014-08-21 20:30:51 -04:00
|
|
|
}
|
2015-07-30 14:08:43 -04:00
|
|
|
}
|
2014-08-21 20:30:51 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
|
}
|
|
|
|
|
void UGameplayDebuggingComponent::OnRep_UpdateBlackboard()
|
|
|
|
|
{
|
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2014-08-21 20:30:51 -04:00
|
|
|
if (World && World->GetNetMode() != NM_Standalone)
|
|
|
|
|
{
|
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
|
|
|
int32 UncompressedSize = 0;
|
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
2014-09-29 04:23:44 -04:00
|
|
|
uint8* SrcBuffer = (uint8*)BlackboardRepData.GetData();
|
2014-08-21 20:30:51 -04:00
|
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
|
|
|
SrcBuffer += HeaderSize;
|
|
|
|
|
const int32 CompressedSize = BlackboardRepData.Num() - HeaderSize;
|
|
|
|
|
|
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
|
|
2014-09-29 04:23:44 -04:00
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB), (void*)UncompressedBuffer.GetData(), UncompressedSize, SrcBuffer, CompressedSize);
|
2014-08-21 20:30:51 -04:00
|
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
|
|
|
|
|
|
|
|
ArReader << BlackboardString;
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectPathData()
|
|
|
|
|
{
|
2015-08-03 12:26:01 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && ENABLE_VISUAL_LOG
|
2014-06-10 13:56:35 -04:00
|
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
2014-11-25 09:36:16 -05:00
|
|
|
|
|
|
|
|
bool bRefreshRendering = false;
|
2014-03-14 14:13:41 -04:00
|
|
|
if (AAIController *MyController = Cast<AAIController>(MyPawn->Controller))
|
|
|
|
|
{
|
2014-11-26 04:21:03 -05:00
|
|
|
if (MyController->PathFollowingComponent && MyController->PathFollowingComponent->GetPath().IsValid())
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-01-19 06:07:32 -05:00
|
|
|
NextPathPointIndex = MyController->PathFollowingComponent->GetNextPathIndex();
|
|
|
|
|
|
2014-11-26 04:21:03 -05:00
|
|
|
const FNavPathSharedPtr& NewPath = MyController->PathFollowingComponent->GetPath();
|
2015-01-27 10:22:55 -05:00
|
|
|
if (CurrentPath.HasSameObject(NewPath.Get()) == false || NewPath->GetTimeStamp() > LastStoredPathTimeStamp)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-01-27 10:22:55 -05:00
|
|
|
LastStoredPathTimeStamp = NewPath->GetTimeStamp();
|
|
|
|
|
|
2014-11-25 09:36:16 -05:00
|
|
|
FVisualLogEntry Snapshot;
|
|
|
|
|
NewPath->DescribeSelfToVisLog(&Snapshot);
|
2015-01-27 10:22:55 -05:00
|
|
|
PathCorridorPolygons.Reset(Snapshot.ElementsToDraw.Num());
|
2015-02-24 07:01:10 -05:00
|
|
|
FPathCorridorPolygons Polygon;
|
|
|
|
|
for (FVisualLogShapeElement& CurrentShape : Snapshot.ElementsToDraw)
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
|
|
|
|
if (CurrentShape.GetType() == EVisualLoggerShapeElement::Polygon)
|
|
|
|
|
{
|
2015-02-24 07:01:10 -05:00
|
|
|
Polygon.Color = CurrentShape.GetFColor();
|
|
|
|
|
Polygon.Points.Reset();
|
|
|
|
|
Polygon.Points.Append(CurrentShape.Points);
|
|
|
|
|
PathCorridorPolygons.Add(Polygon);
|
2014-11-25 09:36:16 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
PathPoints.Reset();
|
2014-07-14 19:41:38 -04:00
|
|
|
for (int32 Index=0; Index < NewPath->GetPathPoints().Num(); ++Index)
|
2014-05-22 14:14:52 -04:00
|
|
|
{
|
2014-07-14 19:41:38 -04:00
|
|
|
PathPoints.Add(NewPath->GetPathPoints()[Index].Location);
|
2014-05-22 14:14:52 -04:00
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
CurrentPath = NewPath;
|
2014-11-25 09:36:16 -05:00
|
|
|
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2014-11-25 09:36:16 -05:00
|
|
|
if (PathCorridorPolygons.Num() && World && World->GetNetMode() != NM_Client)
|
|
|
|
|
{
|
|
|
|
|
PathCorridorData.Reset();
|
|
|
|
|
TArray<uint8> HelpBuffer;
|
|
|
|
|
FMemoryWriter ArWriter(HelpBuffer);
|
|
|
|
|
int32 NumPolygons = PathCorridorPolygons.Num();
|
|
|
|
|
ArWriter << NumPolygons;
|
2015-02-24 07:01:10 -05:00
|
|
|
for (const FPathCorridorPolygons& CurrentPoly : PathCorridorPolygons)
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
2015-02-24 07:01:10 -05:00
|
|
|
FColor Color = CurrentPoly.Color;
|
|
|
|
|
ArWriter << Color;
|
|
|
|
|
int32 NumVerts = CurrentPoly.Points.Num();
|
2014-11-25 09:36:16 -05:00
|
|
|
ArWriter << NumVerts;
|
2015-02-24 07:01:10 -05:00
|
|
|
for (auto Vert : CurrentPoly.Points)
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
|
|
|
|
ArWriter << Vert;
|
|
|
|
|
}
|
|
|
|
|
}
|
2015-02-19 07:14:31 -05:00
|
|
|
PathCorridorData = HelpBuffer;
|
2014-11-25 09:36:16 -05:00
|
|
|
}
|
|
|
|
|
bRefreshRendering = true;
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2015-01-19 06:07:32 -05:00
|
|
|
NextPathPointIndex = INDEX_NONE;
|
2014-03-14 14:13:41 -04:00
|
|
|
CurrentPath = NULL;
|
|
|
|
|
PathPoints.Reset();
|
2014-11-25 09:36:16 -05:00
|
|
|
PathCorridorPolygons.Reset();
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
2014-11-25 09:36:16 -05:00
|
|
|
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2014-11-25 09:36:16 -05:00
|
|
|
if (bRefreshRendering && World && World->GetNetMode() != NM_DedicatedServer)
|
|
|
|
|
{
|
|
|
|
|
UpdateBounds();
|
|
|
|
|
MarkRenderStateDirty();
|
|
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2014-11-25 09:36:16 -05:00
|
|
|
void UGameplayDebuggingComponent::OnRep_PathCorridorData()
|
|
|
|
|
{
|
|
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2014-11-25 09:36:16 -05:00
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
|
|
|
|
{
|
2015-02-19 07:14:31 -05:00
|
|
|
FMemoryReader ArReader(PathCorridorData);
|
2014-11-25 09:36:16 -05:00
|
|
|
int32 NumPolygons = 0;
|
|
|
|
|
ArReader << NumPolygons;
|
|
|
|
|
PathCorridorPolygons.Reset(NumPolygons);
|
|
|
|
|
for (int32 PolyIndex = 0; PolyIndex < NumPolygons; ++PolyIndex)
|
|
|
|
|
{
|
2015-02-24 07:01:10 -05:00
|
|
|
FPathCorridorPolygons Polygon;
|
|
|
|
|
FColor Color;
|
|
|
|
|
ArReader << Polygon.Color;
|
|
|
|
|
|
2014-11-25 09:36:16 -05:00
|
|
|
int32 NumVerts = 0;
|
|
|
|
|
ArReader << NumVerts;
|
|
|
|
|
for (int32 VertIndex = 0; VertIndex < NumVerts; ++VertIndex)
|
|
|
|
|
{
|
|
|
|
|
FVector CurrentVertex;
|
|
|
|
|
ArReader << CurrentVertex;
|
2015-02-24 07:01:10 -05:00
|
|
|
Polygon.Points.Add(CurrentVertex);
|
2014-11-25 09:36:16 -05:00
|
|
|
}
|
2015-02-19 07:14:31 -05:00
|
|
|
if (NumVerts > 2)
|
|
|
|
|
{
|
2015-02-24 07:01:10 -05:00
|
|
|
PathCorridorPolygons.Add(Polygon);
|
2015-02-19 07:14:31 -05:00
|
|
|
}
|
2014-11-25 09:36:16 -05:00
|
|
|
}
|
|
|
|
|
UpdateBounds();
|
|
|
|
|
MarkRenderStateDirty();
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
void UGameplayDebuggingComponent::EnableDebugDraw(bool bEnable, bool InFocusedComponent)
|
|
|
|
|
{
|
2014-09-09 12:17:30 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-05-29 17:06:50 -04:00
|
|
|
#if WITH_EQS
|
2014-09-09 12:17:30 -04:00
|
|
|
EnableClientEQSSceneProxy(bEnable);
|
2014-05-29 17:06:50 -04:00
|
|
|
#endif // WITH_EQS
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2014-06-10 13:56:35 -04:00
|
|
|
void UGameplayDebuggingComponent::ServerReplicateData(uint32 InMessage, uint32 InDataView)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-06-10 13:56:35 -04:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
|
|
|
EDebugComponentMessage::Type Message = (EDebugComponentMessage::Type)InMessage;
|
|
|
|
|
EAIDebugDrawDataView::Type DataView = (EAIDebugDrawDataView::Type) InDataView;
|
|
|
|
|
switch (Message)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
case EDebugComponentMessage::EnableExtendedView:
|
|
|
|
|
ShowExtendedInformatiomCounter++;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case EDebugComponentMessage::DisableExtendedView:
|
2014-04-23 19:29:53 -04:00
|
|
|
ShowExtendedInformatiomCounter = FMath::Max(0, ShowExtendedInformatiomCounter - 1);
|
2014-03-14 14:13:41 -04:00
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case EDebugComponentMessage::ActivateReplication:
|
|
|
|
|
Activate();
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case EDebugComponentMessage::DeactivateReplilcation:
|
2014-09-09 12:17:30 -04:00
|
|
|
Deactivate();
|
2014-03-14 14:13:41 -04:00
|
|
|
break;
|
|
|
|
|
|
2014-04-23 19:29:53 -04:00
|
|
|
case EDebugComponentMessage::ActivateDataView:
|
2014-05-08 08:55:44 -04:00
|
|
|
if (ReplicateViewDataCounters.IsValidIndex(DataView))
|
2014-04-23 19:29:53 -04:00
|
|
|
{
|
|
|
|
|
ReplicateViewDataCounters[DataView] += 1;
|
|
|
|
|
}
|
2014-05-08 08:55:44 -04:00
|
|
|
break;
|
2014-04-23 19:29:53 -04:00
|
|
|
|
|
|
|
|
case EDebugComponentMessage::DeactivateDataView:
|
2014-05-08 08:55:44 -04:00
|
|
|
if (ReplicateViewDataCounters.IsValidIndex(DataView))
|
2014-04-23 19:29:53 -04:00
|
|
|
{
|
|
|
|
|
ReplicateViewDataCounters[DataView] = FMath::Max(0, ReplicateViewDataCounters[DataView] - 1);
|
|
|
|
|
}
|
2014-05-08 08:55:44 -04:00
|
|
|
break;
|
2014-04-23 19:29:53 -04:00
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
2014-06-10 13:56:35 -04:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2014-04-23 19:29:53 -04:00
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
|
// EQS Data
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
2015-06-22 20:28:51 -04:00
|
|
|
void UGameplayDebuggingComponent::OnCycleDetailsView()
|
2014-08-21 20:30:51 -04:00
|
|
|
{
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-09-22 15:19:39 -04:00
|
|
|
if (++CurrentEQSIndex >= EQSLocalData.Num())
|
2014-08-21 20:30:51 -04:00
|
|
|
{
|
|
|
|
|
CurrentEQSIndex = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateBounds();
|
|
|
|
|
MarkRenderStateDirty();
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-08-21 20:30:51 -04:00
|
|
|
}
|
|
|
|
|
|
2014-04-23 19:29:53 -04:00
|
|
|
const FEnvQueryResult* UGameplayDebuggingComponent::GetQueryResult() const
|
|
|
|
|
{
|
|
|
|
|
return CachedQueryInstance.Get();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const FEnvQueryInstance* UGameplayDebuggingComponent::GetQueryInstance() const
|
|
|
|
|
{
|
|
|
|
|
return CachedQueryInstance.Get();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::OnRep_UpdateEQS()
|
|
|
|
|
{
|
2014-08-14 09:13:50 -04:00
|
|
|
#if USE_EQS_DEBUGGER
|
2014-04-23 19:29:53 -04:00
|
|
|
// decode scoring data
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2014-05-08 08:55:44 -04:00
|
|
|
if (World && World->GetNetMode() == NM_Client)
|
2014-04-23 19:29:53 -04:00
|
|
|
{
|
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
|
|
|
int32 UncompressedSize = 0;
|
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
2014-09-29 04:23:44 -04:00
|
|
|
uint8* SrcBuffer = (uint8*)EQSRepData.GetData();
|
2014-04-23 19:29:53 -04:00
|
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
|
|
|
SrcBuffer += HeaderSize;
|
|
|
|
|
const int32 CompressedSize = EQSRepData.Num() - HeaderSize;
|
|
|
|
|
|
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
|
|
2014-09-29 04:23:44 -04:00
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB), (void*)UncompressedBuffer.GetData(), UncompressedSize, SrcBuffer, CompressedSize);
|
2014-04-23 19:29:53 -04:00
|
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
|
|
|
|
|
|
|
|
ArReader << EQSLocalData;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UpdateBounds();
|
|
|
|
|
MarkRenderStateDirty();
|
2014-08-14 09:13:50 -04:00
|
|
|
#endif //USE_EQS_DEBUGGER
|
2014-04-23 19:29:53 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectEQSData()
|
|
|
|
|
{
|
|
|
|
|
#if USE_EQS_DEBUGGER
|
|
|
|
|
if (!ShouldReplicateData(EAIDebugDrawDataView::EQS))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UWorld* World = GetWorld();
|
|
|
|
|
UEnvQueryManager* QueryManager = World ? UEnvQueryManager::GetCurrent(World) : NULL;
|
2014-08-07 17:34:29 -04:00
|
|
|
const AActor* Owner = GetSelectedActor();
|
2014-09-22 15:19:39 -04:00
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
2014-04-23 19:29:53 -04:00
|
|
|
|
|
|
|
|
if (QueryManager == NULL || Owner == NULL)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2014-08-21 20:30:51 -04:00
|
|
|
auto AllQueries = QueryManager->GetDebugger().GetAllQueriesForOwner(Owner);
|
2014-09-16 10:40:22 -04:00
|
|
|
const class APawn* OwnerAsPawn = Cast<class APawn>(Owner);
|
|
|
|
|
if (OwnerAsPawn != NULL && OwnerAsPawn->GetController())
|
|
|
|
|
{
|
|
|
|
|
const auto& AllControllerQueries = QueryManager->GetDebugger().GetAllQueriesForOwner(OwnerAsPawn->GetController());
|
|
|
|
|
AllQueries.Append(AllControllerQueries);
|
|
|
|
|
}
|
2014-09-22 15:19:39 -04:00
|
|
|
struct FEnvQueryInfoSort
|
|
|
|
|
{
|
|
|
|
|
FORCEINLINE bool operator()(const FEQSDebugger::FEnvQueryInfo& A, const FEQSDebugger::FEnvQueryInfo& B) const
|
|
|
|
|
{
|
|
|
|
|
return (A.Timestamp < B.Timestamp);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
TArray<FEQSDebugger::FEnvQueryInfo> QueriesToSort = AllQueries;
|
|
|
|
|
QueriesToSort.Sort(FEnvQueryInfoSort()); //sort queries by timestamp
|
|
|
|
|
QueriesToSort.SetNum(FMath::Min<int32>(Replicator->MaxEQSQueries, AllQueries.Num()));
|
|
|
|
|
|
|
|
|
|
for (int32 Index = AllQueries.Num() - 1; Index >= 0; --Index)
|
|
|
|
|
{
|
|
|
|
|
auto &CurrentQuery = AllQueries[Index];
|
|
|
|
|
if (QueriesToSort.Find(CurrentQuery) == INDEX_NONE)
|
|
|
|
|
{
|
|
|
|
|
AllQueries.RemoveAt(Index);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
EQSLocalData.Reset();
|
|
|
|
|
for (int32 Index = 0; Index < FMath::Min<int32>(Replicator->MaxEQSQueries, AllQueries.Num()); ++Index)
|
2014-04-23 19:29:53 -04:00
|
|
|
{
|
2014-08-21 20:30:51 -04:00
|
|
|
EQSDebug::FQueryData* CurrentLocalData = NULL;
|
|
|
|
|
CachedQueryInstance = AllQueries[Index].Instance;
|
2014-09-22 15:19:39 -04:00
|
|
|
const float CachedTimestamp = AllQueries[Index].Timestamp;
|
2014-08-21 20:30:51 -04:00
|
|
|
|
|
|
|
|
if (!CurrentLocalData)
|
|
|
|
|
{
|
|
|
|
|
EQSLocalData.AddZeroed();
|
|
|
|
|
CurrentLocalData = &EQSLocalData[EQSLocalData.Num()-1];
|
|
|
|
|
}
|
|
|
|
|
|
2014-10-17 10:07:57 -04:00
|
|
|
if (CachedQueryInstance.IsValid())
|
|
|
|
|
{
|
|
|
|
|
UEnvQueryDebugHelpers::QueryToDebugData(*CachedQueryInstance, *CurrentLocalData);
|
|
|
|
|
}
|
2014-08-21 20:30:51 -04:00
|
|
|
CurrentLocalData->Timestamp = AllQueries[Index].Timestamp;
|
2014-04-23 19:29:53 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
|
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
|
|
|
|
|
|
|
|
|
ArWriter << EQSLocalData;
|
|
|
|
|
|
|
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
2014-05-06 06:26:25 -04:00
|
|
|
EQSRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedSize));
|
2014-04-23 19:29:53 -04:00
|
|
|
|
|
|
|
|
int32 CompressedSize = EQSRepData.Num() - HeaderSize;
|
2014-09-29 04:23:44 -04:00
|
|
|
uint8* DestBuffer = EQSRepData.GetData();
|
2014-04-23 19:29:53 -04:00
|
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
|
|
|
DestBuffer += HeaderSize;
|
|
|
|
|
|
|
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory), (void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
|
|
|
|
|
|
|
|
|
EQSRepData.SetNum(CompressedSize + HeaderSize, false);
|
|
|
|
|
|
2014-05-08 08:55:44 -04:00
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
2014-04-23 19:29:53 -04:00
|
|
|
{
|
|
|
|
|
OnRep_UpdateEQS();
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
//----------------------------------------------------------------------//
|
|
|
|
|
// NavMesh rendering
|
|
|
|
|
//----------------------------------------------------------------------//
|
|
|
|
|
void UGameplayDebuggingComponent::OnRep_UpdateNavmesh()
|
|
|
|
|
{
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2015-05-06 11:05:00 -04:00
|
|
|
NavMeshBounds = FBox(FVector(-HALF_WORLD_MAX1, -HALF_WORLD_MAX1, -HALF_WORLD_MAX1), FVector(HALF_WORLD_MAX1, HALF_WORLD_MAX1, HALF_WORLD_MAX1));
|
2014-03-14 14:13:41 -04:00
|
|
|
UpdateBounds();
|
|
|
|
|
MarkRenderStateDirty();
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UGameplayDebuggingComponent::ServerCollectNavmeshData_Validate(FVector_NetQuantize10 TargetLocation)
|
|
|
|
|
{
|
|
|
|
|
bool bIsValid = false;
|
|
|
|
|
#if WITH_RECAST
|
|
|
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
2014-05-22 14:14:52 -04:00
|
|
|
bIsValid = NavSys && NavSys->GetMainNavData(FNavigationSystem::DontCreate);
|
2014-03-14 14:13:41 -04:00
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return bIsValid;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UGameplayDebuggingComponent::ServerDiscardNavmeshData_Validate()
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
namespace NavMeshDebug
|
|
|
|
|
{
|
2014-04-24 15:04:22 -04:00
|
|
|
struct FShortVector
|
|
|
|
|
{
|
|
|
|
|
int16 X;
|
|
|
|
|
int16 Y;
|
|
|
|
|
int16 Z;
|
|
|
|
|
|
|
|
|
|
FShortVector()
|
|
|
|
|
:X(0), Y(0), Z(0)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FShortVector(const FVector& Vec)
|
|
|
|
|
: X(Vec.X)
|
|
|
|
|
, Y(Vec.Y)
|
|
|
|
|
, Z(Vec.Z)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
FShortVector& operator=(const FVector& R)
|
|
|
|
|
{
|
|
|
|
|
X = R.X;
|
|
|
|
|
Y = R.Y;
|
|
|
|
|
Z = R.Z;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FVector ToVector() const
|
|
|
|
|
{
|
|
|
|
|
return FVector(X, Y, Z);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct FOffMeshLinkFlags
|
|
|
|
|
{
|
|
|
|
|
uint8 Radius : 6;
|
|
|
|
|
uint8 Direction : 1;
|
|
|
|
|
uint8 ValidEnds : 1;
|
|
|
|
|
};
|
2014-03-14 14:13:41 -04:00
|
|
|
struct FOffMeshLink
|
|
|
|
|
{
|
2014-04-24 15:04:22 -04:00
|
|
|
FShortVector Left;
|
|
|
|
|
FShortVector Right;
|
2014-03-14 14:13:41 -04:00
|
|
|
FColor Color;
|
2014-04-24 15:04:22 -04:00
|
|
|
union
|
|
|
|
|
{
|
|
|
|
|
FOffMeshLinkFlags PackedFlags;
|
|
|
|
|
uint8 ByteFlags;
|
|
|
|
|
};
|
2014-03-14 14:13:41 -04:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct FAreaPolys
|
|
|
|
|
{
|
2014-08-20 05:56:42 -04:00
|
|
|
TArray<int32> Indices;
|
2014-03-14 14:13:41 -04:00
|
|
|
FColor Color;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct FTileData
|
|
|
|
|
{
|
2014-04-24 15:04:22 -04:00
|
|
|
FVector Location;
|
2014-03-14 14:13:41 -04:00
|
|
|
TArray<FAreaPolys> Areas;
|
2014-04-24 15:04:22 -04:00
|
|
|
TArray<FShortVector> Verts;
|
2014-03-14 14:13:41 -04:00
|
|
|
TArray<FOffMeshLink> Links;
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FShortVector& ShortVector)
|
|
|
|
|
{
|
|
|
|
|
Ar << ShortVector.X;
|
|
|
|
|
Ar << ShortVector.Y;
|
|
|
|
|
Ar << ShortVector.Z;
|
|
|
|
|
return Ar;
|
|
|
|
|
}
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FOffMeshLink& Data)
|
|
|
|
|
{
|
|
|
|
|
Ar << Data.Left;
|
|
|
|
|
Ar << Data.Right;
|
2014-04-24 15:04:22 -04:00
|
|
|
Ar << Data.Color.R;
|
|
|
|
|
Ar << Data.Color.G;
|
|
|
|
|
Ar << Data.Color.B;
|
|
|
|
|
Ar << Data.ByteFlags;
|
2014-03-14 14:13:41 -04:00
|
|
|
return Ar;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FAreaPolys& Data)
|
|
|
|
|
{
|
|
|
|
|
Ar << Data.Indices;
|
2014-04-24 15:04:22 -04:00
|
|
|
Ar << Data.Color.R;
|
|
|
|
|
Ar << Data.Color.G;
|
|
|
|
|
Ar << Data.Color.B;
|
2014-09-29 21:43:13 -04:00
|
|
|
Data.Color.A = 255;
|
2014-03-14 14:13:41 -04:00
|
|
|
return Ar;
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FTileData& Data)
|
|
|
|
|
{
|
|
|
|
|
Ar << Data.Areas;
|
2014-04-24 15:04:22 -04:00
|
|
|
Ar << Data.Location;
|
2014-03-14 14:13:41 -04:00
|
|
|
Ar << Data.Verts;
|
|
|
|
|
Ar << Data.Links;
|
|
|
|
|
return Ar;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::ServerDiscardNavmeshData_Implementation()
|
|
|
|
|
{
|
|
|
|
|
NavmeshRepData.Empty();
|
|
|
|
|
}
|
|
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
FORCEINLINE bool LineInCorrectDistance(const FVector& PlayerLoc, const FVector& Start, const FVector& End, float CorrectDistance = -1)
|
|
|
|
|
{
|
|
|
|
|
const float MaxDistance = CorrectDistance > 0 ? (CorrectDistance*CorrectDistance) : ARecastNavMesh::GetDrawDistanceSq();
|
|
|
|
|
|
|
|
|
|
if ((FVector::DistSquared(Start, PlayerLoc) > MaxDistance || FVector::DistSquared(End, PlayerLoc) > MaxDistance))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
|
|
|
#if WITH_RECAST
|
|
|
|
|
ARecastNavMesh* UGameplayDebuggingComponent::GetNavData()
|
|
|
|
|
{
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
|
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
|
|
|
|
if (NavSys == NULL)
|
|
|
|
|
{
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Try to get the correct nav-mesh relative to the selected actor.
|
|
|
|
|
APawn* TargetPawn = Cast<APawn>(TargetActor);
|
|
|
|
|
if (TargetPawn != NULL)
|
|
|
|
|
{
|
2015-01-13 14:55:09 -05:00
|
|
|
const FNavAgentProperties& NavAgentProperties = TargetPawn->GetNavAgentPropertiesRef();
|
2014-11-19 21:15:31 -05:00
|
|
|
return Cast<ARecastNavMesh>(NavSys->GetNavDataForProps(NavAgentProperties));
|
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If it wasn't found, just get the main nav-mesh data.
|
|
|
|
|
return Cast<ARecastNavMesh>(NavSys->GetMainNavData(FNavigationSystem::DontCreate));
|
2015-02-27 09:26:32 -05:00
|
|
|
#else
|
|
|
|
|
return NULL;
|
|
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
2016-02-24 14:23:53 -05:00
|
|
|
static const FColor NavMeshRenderColor_Recast_TriangleEdges(255, 255, 255);
|
|
|
|
|
static const FColor NavMeshRenderColor_Recast_TileEdges(16, 16, 16, 32);
|
|
|
|
|
static const FColor NavMeshRenderColor_Recast_NavMeshEdges(32, 63, 0, 220);
|
|
|
|
|
static const FColor NavMeshRenderColor_RecastMesh(140, 255, 0, 164);
|
|
|
|
|
static const FColor NavMeshRenderColor_TileBounds(255, 255, 64, 255);
|
|
|
|
|
static const FColor NavMeshRenderColor_PathCollidingGeom(255, 255, 255, 40);
|
|
|
|
|
static const FColor NavMeshRenderColor_RecastTileBeingRebuilt(255, 0, 0, 64);
|
|
|
|
|
static const FColor NavMeshRenderColor_OffMeshConnectionInvalid(64, 64, 64);
|
|
|
|
|
static const float DefaultEdges_LineThickness = 0.0f;
|
|
|
|
|
static const float PolyEdges_LineThickness = 1.5f;
|
|
|
|
|
static const float NavMeshEdges_LineThickness = 3.5f;
|
|
|
|
|
static const float LinkLines_LineThickness = 2.0f;
|
|
|
|
|
static const float ClusterLinkLines_LineThickness = 2.0f;
|
|
|
|
|
|
|
|
|
|
namespace FNavMeshRenderingHelpers_DEPRECATEDSUPPORT
|
|
|
|
|
{
|
|
|
|
|
bool LineInView(const FVector& Start, const FVector& End, const FSceneView* View, bool bUseDistanceCheck)
|
|
|
|
|
{
|
|
|
|
|
if (FVector::DistSquared(Start, View->ViewMatrices.ViewOrigin) > ARecastNavMesh::GetDrawDistanceSq() ||
|
|
|
|
|
FVector::DistSquared(End, View->ViewMatrices.ViewOrigin) > ARecastNavMesh::GetDrawDistanceSq())
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int32 PlaneIdx = 0; PlaneIdx < View->ViewFrustum.Planes.Num(); ++PlaneIdx)
|
|
|
|
|
{
|
|
|
|
|
const FPlane& CurPlane = View->ViewFrustum.Planes[PlaneIdx];
|
|
|
|
|
if (CurPlane.PlaneDot(Start) > 0.f && CurPlane.PlaneDot(End) > 0.f)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool LineInCorrectDistance(const FVector& Start, const FVector& End, const FSceneView* View, float CorrectDistance = -1)
|
|
|
|
|
{
|
|
|
|
|
const float MaxDistanceSq = (CorrectDistance > 0) ? FMath::Square(CorrectDistance) : ARecastNavMesh::GetDrawDistanceSq();
|
|
|
|
|
return FVector::DistSquared(Start, View->ViewMatrices.ViewOrigin) < MaxDistanceSq &&
|
|
|
|
|
FVector::DistSquared(End, View->ViewMatrices.ViewOrigin) < MaxDistanceSq;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FVector EvalArc(const FVector& Org, const FVector& Dir, const float h, const float u)
|
|
|
|
|
{
|
|
|
|
|
FVector Pt = Org + Dir * u;
|
|
|
|
|
Pt.Z += h * (1 - (u * 2 - 1)*(u * 2 - 1));
|
|
|
|
|
|
|
|
|
|
return Pt;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CacheArc(TArray<FDebugRenderSceneProxy::FDebugLine>& DebugLines, const FVector& Start, const FVector& End, const float Height, const uint32 Segments, const FLinearColor& Color, float LineThickness = 0)
|
|
|
|
|
{
|
|
|
|
|
if (Segments == 0)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const float ArcPtsScale = 1.0f / (float)Segments;
|
|
|
|
|
const FVector Dir = End - Start;
|
|
|
|
|
const float Length = Dir.Size();
|
|
|
|
|
|
|
|
|
|
FVector Prev = Start;
|
|
|
|
|
for (uint32 i = 1; i <= Segments; ++i)
|
|
|
|
|
{
|
|
|
|
|
const float u = i * ArcPtsScale;
|
|
|
|
|
const FVector Pt = EvalArc(Start, Dir, Length*Height, u);
|
|
|
|
|
|
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(Prev, Pt, Color.ToFColor(true)));
|
|
|
|
|
Prev = Pt;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CacheArrowHead(TArray<FDebugRenderSceneProxy::FDebugLine>& DebugLines, const FVector& Tip, const FVector& Origin, const float Size, const FLinearColor& Color, float LineThickness = 0)
|
|
|
|
|
{
|
|
|
|
|
FVector Ax, Ay, Az(0, 1, 0);
|
|
|
|
|
Ay = Origin - Tip;
|
|
|
|
|
Ay.Normalize();
|
|
|
|
|
Ax = FVector::CrossProduct(Az, Ay);
|
|
|
|
|
|
|
|
|
|
FHitProxyId HitProxyId;
|
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(Tip, FVector(Tip.X + Ay.X*Size + Ax.X*Size / 3, Tip.Y + Ay.Y*Size + Ax.Y*Size / 3, Tip.Z + Ay.Z*Size + Ax.Z*Size / 3), Color.ToFColor(true)));
|
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(Tip, FVector(Tip.X + Ay.X*Size - Ax.X*Size / 3, Tip.Y + Ay.Y*Size - Ax.Y*Size / 3, Tip.Z + Ay.Z*Size - Ax.Z*Size / 3), Color.ToFColor(true)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DrawWireCylinder(TArray<FDebugRenderSceneProxy::FDebugLine>& DebugLines, const FVector& Base, const FVector& X, const FVector& Y, const FVector& Z, FColor Color, float Radius, float HalfHeight, int32 NumSides, uint8 DepthPriority, float LineThickness = 0)
|
|
|
|
|
{
|
|
|
|
|
const float AngleDelta = 2.0f * PI / NumSides;
|
|
|
|
|
FVector LastVertex = Base + X * Radius;
|
|
|
|
|
|
|
|
|
|
FHitProxyId HitProxyId;
|
|
|
|
|
for (int32 SideIndex = 0; SideIndex < NumSides; SideIndex++)
|
|
|
|
|
{
|
|
|
|
|
const FVector Vertex = Base + (X * FMath::Cos(AngleDelta * (SideIndex + 1)) + Y * FMath::Sin(AngleDelta * (SideIndex + 1))) * Radius;
|
|
|
|
|
|
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(LastVertex - Z * HalfHeight, Vertex - Z * HalfHeight, Color));
|
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(LastVertex + Z * HalfHeight, Vertex + Z * HalfHeight, Color));
|
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(LastVertex - Z * HalfHeight, LastVertex + Z * HalfHeight, Color));
|
|
|
|
|
|
|
|
|
|
LastVertex = Vertex;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
inline uint8 GetBit(int32 v, uint8 bit)
|
|
|
|
|
{
|
|
|
|
|
return (v & (1 << bit)) >> bit;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FColor GetClusterColor(int32 Idx)
|
|
|
|
|
{
|
|
|
|
|
uint8 r = 1 + GetBit(Idx, 1) + GetBit(Idx, 3) * 2;
|
|
|
|
|
uint8 g = 1 + GetBit(Idx, 2) + GetBit(Idx, 4) * 2;
|
|
|
|
|
uint8 b = 1 + GetBit(Idx, 0) + GetBit(Idx, 5) * 2;
|
|
|
|
|
return FColor(r * 63, g * 63, b * 63, 164);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FColor DarkenColor(const FColor& Base)
|
|
|
|
|
{
|
|
|
|
|
const uint32 Col = Base.DWColor();
|
|
|
|
|
return FColor(((Col >> 1) & 0x007f7f7f) | (Col & 0xff000000));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddVertex(FNavMeshSceneProxyData::FDebugMeshData& MeshData, const FVector& Pos, const FColor Color = FColor::White)
|
|
|
|
|
{
|
|
|
|
|
const int32 VertexIndex = MeshData.Vertices.Num();
|
|
|
|
|
FDynamicMeshVertex* Vertex = new(MeshData.Vertices) FDynamicMeshVertex;
|
|
|
|
|
Vertex->Position = Pos;
|
|
|
|
|
Vertex->TextureCoordinate = FVector2D::ZeroVector;
|
|
|
|
|
Vertex->TangentX = FVector(1.0f, 0.0f, 0.0f);
|
|
|
|
|
Vertex->TangentZ = FVector(0.0f, 1.0f, 0.0f);
|
|
|
|
|
// store the sign of the determinant in TangentZ.W (-1=0,+1=255)
|
|
|
|
|
Vertex->TangentZ.Vector.W = 255;
|
|
|
|
|
Vertex->Color = Color;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddTriangle(FNavMeshSceneProxyData::FDebugMeshData& MeshData, int32 V0, int32 V1, int32 V2)
|
|
|
|
|
{
|
|
|
|
|
MeshData.Indices.Add(V0);
|
|
|
|
|
MeshData.Indices.Add(V1);
|
|
|
|
|
MeshData.Indices.Add(V2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FVector Recast2UnrealPoint(const float* RecastPoint)
|
|
|
|
|
{
|
|
|
|
|
return FVector(-RecastPoint[0], -RecastPoint[2], RecastPoint[1]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AddRecastGeometry(TArray<FVector>& OutVertexBuffer, TArray<int32>& OutIndexBuffer, const float* Coords, int32 NumVerts, const int32* Faces, int32 NumFaces)
|
|
|
|
|
{
|
|
|
|
|
const int32 VertIndexBase = OutVertexBuffer.Num();
|
|
|
|
|
for (int32 VertIdx = 0; VertIdx < NumVerts * 3; VertIdx += 3)
|
|
|
|
|
{
|
|
|
|
|
OutVertexBuffer.Add(Recast2UnrealPoint(&Coords[VertIdx]));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int32 FirstNewFaceVertexIndex = OutIndexBuffer.Num();
|
|
|
|
|
const uint32 NumIndices = NumFaces * 3;
|
|
|
|
|
OutIndexBuffer.AddUninitialized(NumIndices);
|
|
|
|
|
for (uint32 Index = 0; Index < NumIndices; ++Index)
|
|
|
|
|
{
|
|
|
|
|
OutIndexBuffer[FirstNewFaceVertexIndex + Index] = VertIndexBase + Faces[Index];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
void UGameplayDebuggingComponent::ServerCollectNavmeshData_Implementation(FVector_NetQuantize10 TargetLocation)
|
|
|
|
|
{
|
|
|
|
|
#if WITH_RECAST
|
|
|
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.
CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.
CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death
CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame
CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.
Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)
CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.
CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899
CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.
CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication.
CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface
CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search
CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).
They are separate options which can be used together or separately.
CL#2277344
fixed BT decorator indices for abort range preview in editor
CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853
CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor
CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.
Made the filter and score test types display "Filter Only" & "Score Only"
CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.
CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.
Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.
CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.
CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet
CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.
CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)
CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454
CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4
- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489
CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite
CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving
(Fixes ttp 344776)
CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374
CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations
CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.
Fixes TTPs 342221, 342634
CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.
CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE
CL#2284405
HotSpots auto expire #UE4
Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector
CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites
CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601
CL#2286127
fixed pathfinding eqs test
CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719
CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change
CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.
CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.
CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)
CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"
CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.
CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.
CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.
CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs
CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly
CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4
It was resulting in copied actions loosing parts of its configuration.
Also:
- added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior
CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4
CL#2290778
fixed invalid nav nodes in paths after offseting
CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment
CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).
CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4
CL#2292766
Fixed crash if touch event without valid MovieStreamer
CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.
NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.
CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.
CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient
CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)
CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)
CL#2293536
fixed updating parent chain in navoctree after removing last attached node
CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)
CL#2293952
Changes/improvements to curl http module:
- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.
CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking
[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
|
|
|
ARecastNavMesh* NavData = GetNavData();
|
2014-06-10 13:56:35 -04:00
|
|
|
if (NavData == NULL)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
NavmeshRepData.Empty();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const double Timer1 = FPlatformTime::Seconds();
|
|
|
|
|
|
|
|
|
|
TArray<int32> Indices;
|
|
|
|
|
int32 TileX = 0;
|
|
|
|
|
int32 TileY = 0;
|
|
|
|
|
const int32 DeltaX[] = { 0, 1, 1, 0, -1, -1, -1, 0, 1 };
|
|
|
|
|
const int32 DeltaY[] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
|
|
|
|
|
|
|
|
|
|
NavData->BeginBatchQuery();
|
|
|
|
|
|
|
|
|
|
// add 3x3 neighborhood of target
|
2014-04-30 17:34:38 -04:00
|
|
|
int32 TargetTileX = 0;
|
|
|
|
|
int32 TargetTileY = 0;
|
|
|
|
|
NavData->GetNavMeshTileXY(TargetLocation, TargetTileX, TargetTileY);
|
|
|
|
|
for (int32 i = 0; i < ARRAY_COUNT(DeltaX); i++)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-04-30 17:34:38 -04:00
|
|
|
const int32 NeiX = TargetTileX + DeltaX[i];
|
|
|
|
|
const int32 NeiY = TargetTileY + DeltaY[i];
|
2015-10-06 15:59:09 -04:00
|
|
|
|
|
|
|
|
NavData->GetNavMeshTilesAt(NeiX, NeiY, Indices);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const FNavDataConfig& NavConfig = NavData->GetConfig();
|
|
|
|
|
FColor NavMeshColors[RECAST_MAX_AREAS];
|
|
|
|
|
NavMeshColors[RECAST_DEFAULT_AREA] = NavConfig.Color.DWColor() > 0 ? NavConfig.Color : NavMeshRenderColor_RecastMesh;
|
|
|
|
|
for (uint8 i = 0; i < RECAST_DEFAULT_AREA; ++i)
|
|
|
|
|
{
|
|
|
|
|
NavMeshColors[i] = NavData->GetAreaIDColor(i);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
|
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
|
|
|
|
|
|
|
|
|
int32 NumIndices = Indices.Num();
|
|
|
|
|
ArWriter << NumIndices;
|
|
|
|
|
|
|
|
|
|
for (int32 i = 0; i < NumIndices; i++)
|
|
|
|
|
{
|
|
|
|
|
FRecastDebugGeometry NavMeshGeometry;
|
2014-04-24 15:04:22 -04:00
|
|
|
NavMeshGeometry.bGatherPolyEdges = false;
|
|
|
|
|
NavMeshGeometry.bGatherNavMeshEdges = false;
|
2014-03-14 14:13:41 -04:00
|
|
|
NavData->GetDebugGeometry(NavMeshGeometry, Indices[i]);
|
|
|
|
|
|
|
|
|
|
NavMeshDebug::FTileData TileData;
|
2014-04-24 15:04:22 -04:00
|
|
|
const FBox TileBoundingBox = NavData->GetNavMeshTileBounds(Indices[i]);
|
|
|
|
|
TileData.Location = TileBoundingBox.GetCenter();
|
|
|
|
|
for (int32 VertIndex = 0; VertIndex < NavMeshGeometry.MeshVerts.Num(); ++VertIndex)
|
|
|
|
|
{
|
|
|
|
|
const NavMeshDebug::FShortVector SV = NavMeshGeometry.MeshVerts[VertIndex] - TileData.Location;
|
|
|
|
|
TileData.Verts.Add(SV);
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
for (int32 iArea = 0; iArea < RECAST_MAX_AREAS; iArea++)
|
|
|
|
|
{
|
|
|
|
|
const int32 NumTris = NavMeshGeometry.AreaIndices[iArea].Num();
|
|
|
|
|
if (NumTris)
|
|
|
|
|
{
|
|
|
|
|
NavMeshDebug::FAreaPolys AreaPolys;
|
2014-04-24 15:04:22 -04:00
|
|
|
for (int32 AreaIndicesIndex = 0; AreaIndicesIndex < NavMeshGeometry.AreaIndices[iArea].Num(); ++AreaIndicesIndex)
|
|
|
|
|
{
|
|
|
|
|
AreaPolys.Indices.Add(NavMeshGeometry.AreaIndices[iArea][AreaIndicesIndex]);
|
|
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
AreaPolys.Color = NavMeshColors[iArea];
|
|
|
|
|
TileData.Areas.Add(AreaPolys);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TileData.Links.Reserve(NavMeshGeometry.OffMeshLinks.Num());
|
|
|
|
|
for (int32 iLink = 0; iLink < NavMeshGeometry.OffMeshLinks.Num(); iLink++)
|
|
|
|
|
{
|
|
|
|
|
const FRecastDebugGeometry::FOffMeshLink& SrcLink = NavMeshGeometry.OffMeshLinks[iLink];
|
|
|
|
|
NavMeshDebug::FOffMeshLink Link;
|
2014-04-24 15:04:22 -04:00
|
|
|
Link.Left = SrcLink.Left - TileData.Location;
|
|
|
|
|
Link.Right = SrcLink.Right - TileData.Location;
|
2016-02-24 14:23:53 -05:00
|
|
|
Link.Color = ((SrcLink.Direction && SrcLink.ValidEnds) || (SrcLink.ValidEnds & FRecastDebugGeometry::OMLE_Left)) ? NavMeshColors[SrcLink.AreaID] : NavMeshRenderColor_OffMeshConnectionInvalid;
|
2014-04-24 15:04:22 -04:00
|
|
|
Link.PackedFlags.Radius = (int8)SrcLink.Radius;
|
|
|
|
|
Link.PackedFlags.Direction = SrcLink.Direction;
|
|
|
|
|
Link.PackedFlags.ValidEnds = SrcLink.ValidEnds;
|
2014-03-14 14:13:41 -04:00
|
|
|
TileData.Links.Add(Link);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ArWriter << TileData;
|
|
|
|
|
}
|
|
|
|
|
NavData->FinishBatchQuery();
|
|
|
|
|
|
|
|
|
|
const double Timer2 = FPlatformTime::Seconds();
|
|
|
|
|
|
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
2014-05-06 06:26:25 -04:00
|
|
|
NavmeshRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedBuffer.Num()));
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
|
|
|
int32 CompressedSize = NavmeshRepData.Num() - HeaderSize;
|
2014-09-29 04:23:44 -04:00
|
|
|
uint8* DestBuffer = NavmeshRepData.GetData();
|
2014-03-14 14:13:41 -04:00
|
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
|
|
|
DestBuffer += HeaderSize;
|
|
|
|
|
|
|
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
|
|
|
|
|
(void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
|
|
|
|
|
|
|
|
|
NavmeshRepData.SetNum(CompressedSize + HeaderSize, false);
|
|
|
|
|
|
|
|
|
|
const double Timer3 = FPlatformTime::Seconds();
|
2015-10-06 15:59:09 -04:00
|
|
|
UE_LOG(LogGameplayDebugger, Log, TEXT("Preparing navmesh data: %.1fkB took %.3fms (collect: %.3fms + compress %d%%: %.3fms)"),
|
2014-03-14 14:13:41 -04:00
|
|
|
NavmeshRepData.Num() / 1024.0f, 1000.0f * (Timer3 - Timer1),
|
|
|
|
|
1000.0f * (Timer2 - Timer1),
|
2014-05-06 06:26:25 -04:00
|
|
|
FMath::TruncToInt(100.0f * NavmeshRepData.Num() / UncompressedBuffer.Num()), 1000.0f * (Timer3 - Timer2));
|
2014-03-14 14:13:41 -04:00
|
|
|
#endif
|
|
|
|
|
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2014-05-08 08:55:44 -04:00
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
OnRep_UpdateNavmesh();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::PrepareNavMeshData(struct FNavMeshSceneProxyData* CurrentData) const
|
|
|
|
|
{
|
|
|
|
|
#if WITH_RECAST
|
|
|
|
|
if (CurrentData)
|
|
|
|
|
{
|
|
|
|
|
CurrentData->Reset();
|
|
|
|
|
CurrentData->bNeedsNewData = false;
|
|
|
|
|
|
|
|
|
|
// uncompress data
|
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
|
|
|
|
if (NavmeshRepData.Num() > HeaderSize)
|
|
|
|
|
{
|
|
|
|
|
int32 UncompressedSize = 0;
|
2014-09-29 04:23:44 -04:00
|
|
|
uint8* SrcBuffer = (uint8*)NavmeshRepData.GetData();
|
2014-03-14 14:13:41 -04:00
|
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
|
|
|
SrcBuffer += HeaderSize;
|
|
|
|
|
const int32 CompressedSize = NavmeshRepData.Num() - HeaderSize;
|
|
|
|
|
|
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
|
|
|
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB),
|
2014-09-29 04:23:44 -04:00
|
|
|
(void*)UncompressedBuffer.GetData(), UncompressedSize, SrcBuffer, CompressedSize);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// read serialized values
|
2016-02-24 14:23:53 -05:00
|
|
|
if (UncompressedBuffer.Num() == 0)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
|
|
|
int32 NumTiles = 0;
|
|
|
|
|
ArReader << NumTiles;
|
|
|
|
|
|
2015-02-16 04:04:00 -05:00
|
|
|
int32 IndexesOffset = 0;
|
2014-03-14 14:13:41 -04:00
|
|
|
for (int32 iTile = 0; iTile < NumTiles; iTile++)
|
|
|
|
|
{
|
|
|
|
|
NavMeshDebug::FTileData TileData;
|
|
|
|
|
ArReader << TileData;
|
|
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
FVector OffsetLocation = TileData.Location;
|
|
|
|
|
TArray<FVector> Verts;
|
|
|
|
|
Verts.Reserve(TileData.Verts.Num());
|
|
|
|
|
for (int32 VertIndex = 0; VertIndex < TileData.Verts.Num(); ++VertIndex)
|
|
|
|
|
{
|
|
|
|
|
const FVector Loc = TileData.Verts[VertIndex].ToVector() + OffsetLocation;
|
|
|
|
|
Verts.Add(Loc);
|
|
|
|
|
}
|
|
|
|
|
CurrentData->Bounds += FBox(Verts);
|
2015-02-16 04:04:00 -05:00
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
for (int32 iArea = 0; iArea < TileData.Areas.Num(); iArea++)
|
|
|
|
|
{
|
|
|
|
|
const NavMeshDebug::FAreaPolys& SrcArea = TileData.Areas[iArea];
|
|
|
|
|
FNavMeshSceneProxyData::FDebugMeshData DebugMeshData;
|
|
|
|
|
DebugMeshData.ClusterColor = SrcArea.Color;
|
2015-02-16 04:04:00 -05:00
|
|
|
DebugMeshData.ClusterColor.A = 128;
|
|
|
|
|
|
|
|
|
|
for (int32 iTri = 0; iTri < SrcArea.Indices.Num(); iTri += 3)
|
|
|
|
|
{
|
|
|
|
|
const int32 Index0 = SrcArea.Indices[iTri + 0];
|
|
|
|
|
const int32 Index1 = SrcArea.Indices[iTri + 1];
|
|
|
|
|
const int32 Index2 = SrcArea.Indices[iTri + 2];
|
|
|
|
|
|
|
|
|
|
FVector V0 = Verts[Index0];
|
|
|
|
|
FVector V1 = Verts[Index1];
|
|
|
|
|
FVector V2 = Verts[Index2];
|
|
|
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V0 + CurrentData->NavMeshDrawOffset, V1 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
|
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V1 + CurrentData->NavMeshDrawOffset, V2 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
|
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V2 + CurrentData->NavMeshDrawOffset, V0 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
|
|
|
|
2016-02-24 14:23:53 -05:00
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::AddTriangle(DebugMeshData, Index0 + IndexesOffset, Index1 + IndexesOffset, Index2 + IndexesOffset);
|
2015-02-16 04:04:00 -05:00
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
for (int32 iVert = 0; iVert < Verts.Num(); iVert++)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2016-02-24 14:23:53 -05:00
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::AddVertex(DebugMeshData, Verts[iVert] + CurrentData->NavMeshDrawOffset);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
CurrentData->MeshBuilders.Add(DebugMeshData);
|
2015-02-16 04:04:00 -05:00
|
|
|
IndexesOffset += Verts.Num();
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int32 i = 0; i < TileData.Links.Num(); i++)
|
|
|
|
|
{
|
|
|
|
|
const NavMeshDebug::FOffMeshLink& SrcLink = TileData.Links[i];
|
|
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
const FVector V0 = SrcLink.Left.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset;
|
|
|
|
|
const FVector V1 = SrcLink.Right.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset;
|
2014-03-14 14:13:41 -04:00
|
|
|
const FColor LinkColor = SrcLink.Color;
|
|
|
|
|
|
2016-02-24 14:23:53 -05:00
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::CacheArc(CurrentData->NavLinkLines, V0, V1, 0.4f, 4, LinkColor, LinkLines_LineThickness);
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
const FVector VOffset(0, 0, FVector::Dist(V0, V1) * 1.333f);
|
2016-02-24 14:23:53 -05:00
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::CacheArrowHead(CurrentData->NavLinkLines, V1, V0+VOffset, 30.f, LinkColor, LinkLines_LineThickness);
|
2014-04-24 15:04:22 -04:00
|
|
|
if (SrcLink.PackedFlags.Direction)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2016-02-24 14:23:53 -05:00
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::CacheArrowHead(CurrentData->NavLinkLines, V0, V1+VOffset, 30.f, LinkColor, LinkLines_LineThickness);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if the connection as a whole is valid check if there are any of ends is invalid
|
|
|
|
|
if (LinkColor != NavMeshRenderColor_OffMeshConnectionInvalid)
|
|
|
|
|
{
|
2014-04-24 15:04:22 -04:00
|
|
|
if (SrcLink.PackedFlags.Direction && (SrcLink.PackedFlags.ValidEnds & FRecastDebugGeometry::OMLE_Left) == 0)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
// left end invalid - mark it
|
2016-02-24 14:23:53 -05:00
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::DrawWireCylinder(CurrentData->NavLinkLines, V0, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), NavMeshRenderColor_OffMeshConnectionInvalid, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
|
2014-04-24 15:04:22 -04:00
|
|
|
if ((SrcLink.PackedFlags.ValidEnds & FRecastDebugGeometry::OMLE_Right) == 0)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2016-02-24 14:23:53 -05:00
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::DrawWireCylinder(CurrentData->NavLinkLines, V1, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), NavMeshRenderColor_OffMeshConnectionInvalid, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness);
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------//
|
|
|
|
|
// rendering
|
|
|
|
|
//----------------------------------------------------------------------//
|
2014-11-25 09:36:16 -05:00
|
|
|
class FPathDebugRenderSceneProxy : public FDebugRenderSceneProxy
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
FPathDebugRenderSceneProxy(const UPrimitiveComponent* InComponent, const FString &InViewFlagName)
|
|
|
|
|
: FDebugRenderSceneProxy(InComponent)
|
|
|
|
|
{
|
|
|
|
|
DrawType = FDebugRenderSceneProxy::SolidAndWireMeshes;
|
2015-02-24 07:01:10 -05:00
|
|
|
DrawAlpha = 90;
|
2014-11-25 09:36:16 -05:00
|
|
|
ViewFlagName = InViewFlagName;
|
|
|
|
|
ViewFlagIndex = uint32(FEngineShowFlags::FindIndexByName(*ViewFlagName));
|
2015-10-06 15:59:09 -04:00
|
|
|
bWantsSelectionOutline = false;
|
2014-11-25 09:36:16 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2015-09-01 18:01:22 -04:00
|
|
|
FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
|
|
|
|
FPrimitiveViewRelevance Result;
|
|
|
|
|
Result.bDrawRelevance = View->Family->EngineShowFlags.GetSingleFlag(ViewFlagIndex);// IsShown(View);
|
|
|
|
|
Result.bDynamicRelevance = true;
|
2015-05-21 12:32:13 -04:00
|
|
|
// ideally the TranslucencyRelevance should be filled out by the material, here we do it conservative
|
|
|
|
|
Result.bSeparateTranslucencyRelevance = Result.bNormalTranslucencyRelevance = IsShown(View);
|
2014-11-25 09:36:16 -05:00
|
|
|
return Result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
FPrimitiveSceneProxy* UGameplayDebuggingComponent::CreateSceneProxy()
|
|
|
|
|
{
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
FDebugRenderSceneCompositeProxy* CompositeProxy = nullptr;
|
2015-02-27 09:26:32 -05:00
|
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-09-10 05:48:38 -04:00
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
UWorld* World = GetWorld();
|
2014-09-10 05:48:38 -04:00
|
|
|
if (!World || World->GetNetMode() == NM_DedicatedServer)
|
|
|
|
|
{
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
return nullptr;
|
2014-09-10 05:48:38 -04:00
|
|
|
}
|
|
|
|
|
|
2015-06-22 20:28:51 -04:00
|
|
|
if (!Replicator || !Replicator->IsDrawEnabled() || Replicator->IsPendingKill() || IsPendingKill())
|
2014-08-25 11:07:28 -04:00
|
|
|
{
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
return nullptr;
|
2014-08-25 11:07:28 -04:00
|
|
|
}
|
2014-04-23 19:29:53 -04:00
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
#if WITH_RECAST
|
2014-09-10 05:48:38 -04:00
|
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::NavMesh))
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-08-04 08:10:19 -04:00
|
|
|
FNavMeshSceneProxyData NewNavmeshRenderData;
|
|
|
|
|
NewNavmeshRenderData.Reset();
|
|
|
|
|
NewNavmeshRenderData.bNeedsNewData = false;
|
|
|
|
|
PrepareNavMeshData(&NewNavmeshRenderData);
|
|
|
|
|
|
2015-05-06 11:05:00 -04:00
|
|
|
NavMeshBounds = NewNavmeshRenderData.Bounds.GetCenter().ContainsNaN() || NewNavmeshRenderData.Bounds.GetExtent().ContainsNaN() ? FBox(FVector(-HALF_WORLD_MAX1, -HALF_WORLD_MAX1, -HALF_WORLD_MAX1), FVector(HALF_WORLD_MAX1, HALF_WORLD_MAX1, HALF_WORLD_MAX1)) : NewNavmeshRenderData.Bounds;
|
2014-08-04 08:10:19 -04:00
|
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
2016-02-24 14:23:53 -05:00
|
|
|
CompositeProxy->AddChild(new FNavMeshSceneProxy(this, &NewNavmeshRenderData, true));
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
#endif
|
2014-04-23 19:29:53 -04:00
|
|
|
|
2014-08-14 09:13:50 -04:00
|
|
|
#if USE_EQS_DEBUGGER
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::EQS) && IsClientEQSSceneProxyEnabled() && GetSelectedActor() != nullptr)
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-09-22 15:19:39 -04:00
|
|
|
const int32 EQSIndex = EQSLocalData.Num() > 0 ? FMath::Clamp(CurrentEQSIndex, 0, EQSLocalData.Num() - 1) : INDEX_NONE;
|
2014-09-10 05:48:38 -04:00
|
|
|
if (EQSLocalData.IsValidIndex(EQSIndex))
|
2014-08-21 20:30:51 -04:00
|
|
|
{
|
|
|
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
2014-09-10 05:48:38 -04:00
|
|
|
auto& CurrentLocalData = EQSLocalData[EQSIndex];
|
2014-10-01 08:53:33 -04:00
|
|
|
|
|
|
|
|
FString ViewFlagName = TEXT("Game");
|
2014-10-01 12:09:13 -04:00
|
|
|
#if WITH_EDITOR
|
2014-10-01 08:53:33 -04:00
|
|
|
UEditorEngine* EEngine = Cast<UEditorEngine>(GEngine);
|
|
|
|
|
if (EEngine && EEngine->bIsSimulatingInEditor)
|
|
|
|
|
{
|
|
|
|
|
ViewFlagName = TEXT("DebugAI");
|
|
|
|
|
}
|
2014-10-01 12:09:13 -04:00
|
|
|
#endif
|
2015-03-11 11:39:27 -04:00
|
|
|
CompositeProxy->AddChild(new FEQSSceneProxy(this, ViewFlagName, CurrentLocalData.SolidSpheres, CurrentLocalData.Texts));
|
2014-08-21 20:30:51 -04:00
|
|
|
}
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2014-08-14 09:13:50 -04:00
|
|
|
#endif // USE_EQS_DEBUGGER
|
2015-06-22 20:28:51 -04:00
|
|
|
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
|
|
|
const bool bDrawFullData = Replicator->GetSelectedActorToDebug() == GetSelectedActor() && GetSelectedActor() != nullptr;
|
2014-11-25 09:36:16 -05:00
|
|
|
if (bDrawFullData && ShouldReplicateData(EAIDebugDrawDataView::Basic))
|
|
|
|
|
{
|
|
|
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
|
|
|
|
|
|
|
|
|
TArray<FDebugRenderSceneProxy::FMesh> Meshes;
|
|
|
|
|
TArray<FDebugRenderSceneProxy::FDebugLine> Lines;
|
2015-02-24 07:01:10 -05:00
|
|
|
for (FPathCorridorPolygons& CurrentPoly : PathCorridorPolygons)
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
|
|
|
|
|
2015-02-24 07:01:10 -05:00
|
|
|
if (CurrentPoly.Points.Num() > 2)
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
|
|
|
|
int32 LastIndex = 0;
|
2015-02-24 07:01:10 -05:00
|
|
|
FVector FirstVertex = CurrentPoly.Points[0];
|
2014-11-25 09:36:16 -05:00
|
|
|
FDebugRenderSceneProxy::FMesh TestMesh;
|
2015-02-24 07:01:10 -05:00
|
|
|
TestMesh.Color = CurrentPoly.Color;// FColor::Green;
|
|
|
|
|
for (int32 Index = 1; Index < CurrentPoly.Points.Num()-1; Index += 1)
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
2015-02-24 07:01:10 -05:00
|
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(FirstVertex));
|
|
|
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(CurrentPoly.Points[Index + 0]));
|
|
|
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(CurrentPoly.Points[Index + 1]));
|
2014-11-25 09:36:16 -05:00
|
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
|
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
|
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
|
|
|
}
|
|
|
|
|
Meshes.Add(TestMesh);
|
|
|
|
|
}
|
|
|
|
|
|
2015-02-24 07:01:10 -05:00
|
|
|
for (int32 VIdx = 0; VIdx < CurrentPoly.Points.Num(); VIdx++)
|
2014-11-25 09:36:16 -05:00
|
|
|
{
|
|
|
|
|
Lines.Add(FDebugRenderSceneProxy::FDebugLine(
|
2015-02-24 07:01:10 -05:00
|
|
|
CurrentPoly.Points[VIdx],
|
|
|
|
|
CurrentPoly.Points[(VIdx + 1) % CurrentPoly.Points.Num()],
|
|
|
|
|
CurrentPoly.Color,
|
2014-11-25 09:36:16 -05:00
|
|
|
2)
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FString ViewFlagName = TEXT("Game");
|
|
|
|
|
#if WITH_EDITOR
|
|
|
|
|
UEditorEngine* EEngine = Cast<UEditorEngine>(GEngine);
|
|
|
|
|
if (EEngine && EEngine->bIsSimulatingInEditor)
|
|
|
|
|
{
|
|
|
|
|
ViewFlagName = TEXT("DebugAI");
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
FPathDebugRenderSceneProxy *DebugSceneProxy = new FPathDebugRenderSceneProxy(this, ViewFlagName);
|
|
|
|
|
DebugSceneProxy->Lines = Lines;
|
|
|
|
|
DebugSceneProxy->Meshes = Meshes;
|
|
|
|
|
CompositeProxy->AddChild(DebugSceneProxy);
|
|
|
|
|
}
|
|
|
|
|
|
2015-02-27 09:26:32 -05:00
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
2014-03-14 14:13:41 -04:00
|
|
|
return CompositeProxy;
|
|
|
|
|
}
|
|
|
|
|
|
2014-10-01 14:45:23 -04:00
|
|
|
FBoxSphereBounds UGameplayDebuggingComponent::CalcBounds(const FTransform& LocalToWorld) const
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
|
|
|
|
FBox MyBounds;
|
|
|
|
|
MyBounds.Init();
|
|
|
|
|
|
|
|
|
|
#if WITH_RECAST
|
2014-04-24 15:04:22 -04:00
|
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::NavMesh))
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2014-04-24 15:04:22 -04:00
|
|
|
MyBounds = NavMeshBounds;
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
2014-08-14 09:13:50 -04:00
|
|
|
#if USE_EQS_DEBUGGER
|
2014-11-25 09:36:16 -05:00
|
|
|
if ((EQSRepData.Num() && ShouldReplicateData(EAIDebugDrawDataView::EQS)) || PathCorridorPolygons.Num())
|
2014-03-14 14:13:41 -04:00
|
|
|
{
|
2015-05-06 11:05:00 -04:00
|
|
|
MyBounds = FBox(FVector(-HALF_WORLD_MAX1, -HALF_WORLD_MAX1, -HALF_WORLD_MAX1), FVector(HALF_WORLD_MAX1, HALF_WORLD_MAX1, HALF_WORLD_MAX1));
|
2014-03-14 14:13:41 -04:00
|
|
|
}
|
2014-08-14 09:13:50 -04:00
|
|
|
#endif // USE_EQS_DEBUGGER
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
return MyBounds;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CreateRenderState_Concurrent()
|
|
|
|
|
{
|
|
|
|
|
Super::CreateRenderState_Concurrent();
|
|
|
|
|
|
|
|
|
|
#if WITH_EDITOR
|
|
|
|
|
if (SceneProxy)
|
|
|
|
|
{
|
|
|
|
|
static_cast<FDebugRenderSceneCompositeProxy*>(SceneProxy)->RegisterDebugDrawDelgate();
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::DestroyRenderState_Concurrent()
|
|
|
|
|
{
|
|
|
|
|
#if WITH_EDITOR
|
|
|
|
|
if (SceneProxy)
|
|
|
|
|
{
|
|
|
|
|
static_cast<FDebugRenderSceneCompositeProxy*>(SceneProxy)->UnregisterDebugDrawDelgate();
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
Super::DestroyRenderState_Concurrent();
|
|
|
|
|
}
|
2015-10-06 15:59:09 -04:00
|
|
|
|
|
|
|
|
void UGameplayDebuggingComponent::CollectPerceptionData()
|
|
|
|
|
{
|
|
|
|
|
#if USE_EQS_DEBUGGER
|
|
|
|
|
if (!ShouldReplicateData(EAIDebugDrawDataView::Perception))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2016-02-24 14:23:53 -05:00
|
|
|
#if 0
|
2015-10-06 15:59:09 -04:00
|
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
|
|
|
|
if (MyPawn)
|
|
|
|
|
{
|
|
|
|
|
AAIController* BTAI = Cast<AAIController>(MyPawn->GetController());
|
|
|
|
|
if (BTAI)
|
|
|
|
|
{
|
|
|
|
|
const UAIPerceptionComponent* PerceptionComponent = BTAI->GetAIPerceptionComponent();
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
|
|
|
if (PerceptionComponent == nullptr)
|
|
|
|
|
{
|
|
|
|
|
PerceptionComponent = MyPawn->FindComponentByClass<UAIPerceptionComponent>();
|
|
|
|
|
}
|
2015-10-06 15:59:09 -04:00
|
|
|
if (PerceptionComponent)
|
|
|
|
|
{
|
|
|
|
|
TArray<FString> PerceptionTexts;
|
|
|
|
|
PerceptionShapeElements.Reset();
|
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
|
|
|
PerceptionComponent->GrabGameplayDebuggerData(PerceptionTexts, PerceptionShapeElements);
|
2015-10-06 15:59:09 -04:00
|
|
|
|
|
|
|
|
DistanceFromPlayer = DistanceFromSensor = -1;
|
|
|
|
|
|
|
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
|
|
|
UGameplayDebuggingControllerComponent* GDC = Replicator ? Replicator->FindComponentByClass<UGameplayDebuggingControllerComponent>() : nullptr;
|
|
|
|
|
APlayerController* MyPC = GDC && GDC->GetDebugCameraController().IsValid() ? GDC->GetDebugCameraController().Get() : Replicator->GetLocalPlayerOwner();
|
|
|
|
|
|
|
|
|
|
if (MyPC && MyPC->GetPawn())
|
|
|
|
|
{
|
|
|
|
|
DistanceFromPlayer = (MyPawn->GetActorLocation() - MyPC->GetPawn()->GetActorLocation()).Size();
|
|
|
|
|
DistanceFromSensor = SensingComponentLocation != FVector::ZeroVector ? (SensingComponentLocation - MyPC->GetPawn()->GetActorLocation()).Size() : -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
UAIPerceptionSystem* PerceptionSys = UAIPerceptionSystem::GetCurrent(MyPawn->GetWorld());
|
|
|
|
|
if (PerceptionSys)
|
|
|
|
|
{
|
|
|
|
|
PerceptionLegend = PerceptionSys->GetPerceptionDebugLegend();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2016-02-24 14:23:53 -05:00
|
|
|
|
|
|
|
|
#endif
|
2015-10-06 15:59:09 -04:00
|
|
|
#endif
|
|
|
|
|
}
|