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UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggingHUDComponent.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
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"
#include "GameplayDebuggerSettings.h"
#include "Net/UnrealNetwork.h"
#include "GameplayDebuggingComponent.h"
#include "GameplayDebuggingHUDComponent.h"
#include "GameplayDebuggingControllerComponent.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
#include "GameplayDebuggingReplicator.h"
#include "CanvasItem.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
#include "Engine/Canvas.h"
#include "AI/Navigation/NavigationSystem.h"
#include "AITypes.h"
#include "AISystem.h"
#include "GenericTeamAgentInterface.h"
#include "AIController.h"
#include "EnvironmentQuery/EnvQueryTypes.h"
#include "Engine/Texture2D.h"
#include "Regex.h"
#include "DrawDebugHelpers.h"
#include "TimerManager.h" // Game play timers
#include "RenderUtils.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
#include "EngineUtils.h"
DEFINE_LOG_CATEGORY_STATIC(LogHUD, Log, All);
AGameplayDebuggingHUDComponent::AGameplayDebuggingHUDComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, EngineShowFlags(EShowFlagInitMode::ESFIM_Game)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
World = NULL;
SetTickableWhenPaused(true);
# if WITH_EDITORONLY_DATA
SetIsTemporarilyHiddenInEditor(true);
SetActorHiddenInGame(false);
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
# endif
#endif
ItemDescriptionWidth = 312.f; // 200.0f;
ItemScoreWidth = 50.0f;
TestScoreWidth = 100.0f;
}
void AGameplayDebuggingHUDComponent::Render()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
EngineShowFlags = Canvas && Canvas->SceneView && Canvas->SceneView->Family ? Canvas->SceneView->Family->EngineShowFlags : FEngineShowFlags(GIsEditor ? EShowFlagInitMode::ESFIM_Editor : EShowFlagInitMode::ESFIM_Game);
PrintAllData();
#endif
}
AGameplayDebuggingReplicator* AGameplayDebuggingHUDComponent::GetDebuggingReplicator()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (CachedDebuggingReplicator.IsValid() && CachedDebuggingReplicator->GetLocalPlayerOwner() == PlayerOwner)
{
return CachedDebuggingReplicator.Get();
}
for (TActorIterator<AGameplayDebuggingReplicator> It(GetWorld()); It; ++It)
{
AGameplayDebuggingReplicator* Replicator = *It;
if (!Replicator->IsPendingKill() && Replicator->GetLocalPlayerOwner() == PlayerOwner)
{
CachedDebuggingReplicator = Replicator;
return Replicator;
}
}
#endif
return NULL;
}
void AGameplayDebuggingHUDComponent::GetKeyboardDesc(TArray<FDebugCategoryView>& Categories)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::NavMesh, TEXT("NavMesh")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::Basic, TEXT("Basic")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::BehaviorTree, TEXT("BehaviorTree")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::EQS, TEXT("EQS")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::Perception, TEXT("Perception")));
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::PrintAllData()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Allow child hud components to position the displayed info
DefaultContext = FPrintContext(GEngine->GetSmallFont(), Canvas, DebugInfoStartX, DebugInfoStartY);
DefaultContext.FontRenderInfo.bEnableShadow = true;
if (DefaultContext.Canvas != NULL)
{
float XL, YL;
const FString ToolName = FString::Printf(TEXT("Gameplay Debug Tool [Timestamp: %05.03f]"), GetWorld()->TimeSeconds);
CalulateStringSize(DefaultContext, DefaultContext.Font, ToolName, XL, YL);
PrintString(DefaultContext, FColorList::White, ToolName, DefaultContext.Canvas->ClipX / 2.0f - XL / 2.0f, 0);
}
const float MenuX = DefaultContext.CursorX;
const float MenuY = DefaultContext.CursorY;
UGameplayDebuggingComponent* DebugComponent = NULL;
if (GetDebuggingReplicator())
{
DebugComponent = GetDebuggingReplicator()->GetDebugComponent();
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
}
if (DebugComponent)
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
{
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
DrawDebugComponentData(MyPC, DebugComponent);
}
if (DefaultContext.Canvas && DefaultContext.Canvas->SceneView && DefaultContext.Canvas->SceneView->Family && DefaultContext.Canvas->SceneView->Family->EngineShowFlags.Game)
{
DrawMenu(MenuX, MenuY, DebugComponent);
}
#endif
}
void AGameplayDebuggingHUDComponent::DrawMenu(const float X, const float Y, class UGameplayDebuggingComponent* DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
const float OldX = DefaultContext.CursorX;
const float OldY = DefaultContext.CursorY;
UGameplayDebuggingControllerComponent* GDC = GetDebuggingReplicator()->FindComponentByClass<UGameplayDebuggingControllerComponent>();
if (DefaultContext.Canvas != NULL)
{
TArray<FDebugCategoryView> Categories;
GetKeyboardDesc(Categories);
UFont* OldFont = DefaultContext.Font;
DefaultContext.Font = GEngine->GetMediumFont();
TArray<float> CategoriesWidth;
CategoriesWidth.AddZeroed(Categories.Num());
float TotalWidth = 0.0f, MaxHeight = 0.0f;
FString ActivationKeyDisplayName = TEXT("'");
FString ActivationKeyName = TEXT("Apostrophe");
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
if (GDC)
{
ActivationKeyDisplayName = GDC->GetActivationKey().Key.GetDisplayName().ToString();
ActivationKeyName = GDC->GetActivationKey().Key.GetFName().ToString();
}
const FString KeyDesc = ActivationKeyName != ActivationKeyDisplayName ? FString::Printf(TEXT("(%s key)"), *ActivationKeyName) : TEXT("");
FString HeaderDesc = FString::Printf(TEXT("Tap %s %s to close, use Numpad numbers to toggle categories"), *ActivationKeyDisplayName, *KeyDesc);
float HeaderWidth = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, HeaderDesc, HeaderWidth, MaxHeight);
for (int32 i = 0; i < Categories.Num(); i++)
{
Categories[i].Desc = FString::Printf(TEXT("%d:%s "), i, *Categories[i].Desc);
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[i].Desc, CategoriesWidth[i], StrHeight);
TotalWidth += CategoriesWidth[i];
MaxHeight = FMath::Max(MaxHeight, StrHeight);
}
{
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
static FString KeyShortcut = GDC->DebugCameraBind.GetInputText().ToString();
const int32 DebugCameraIndex = Categories.Add(FDebugCategoryView());
CategoriesWidth.AddZeroed(1);
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
Categories[DebugCameraIndex].Desc = FString::Printf(TEXT(" %s[%s]: %s "), GDC && GDC->GetDebugCameraController().IsValid() ? TEXT("{Green}") : TEXT("{White}"), *KeyShortcut, TEXT("Debug Camera"));
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[DebugCameraIndex].Desc, CategoriesWidth[DebugCameraIndex], StrHeight);
TotalWidth += CategoriesWidth[DebugCameraIndex];
MaxHeight = FMath::Max(MaxHeight, StrHeight);
}
{
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
static FString KeyShortcut = GDC->OnScreenDebugMessagesBind.GetInputText().ToString();
const int32 DebugCameraIndex = Categories.Add(FDebugCategoryView());
CategoriesWidth.AddZeroed(1);
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
Categories[DebugCameraIndex].Desc = FString::Printf(TEXT(" %s[%s]: %s "), GEngine && GEngine->bEnableOnScreenDebugMessages ? TEXT("{Green}") : TEXT("{White}"), *KeyShortcut, TEXT("DebugMessages"));
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[DebugCameraIndex].Desc, CategoriesWidth[DebugCameraIndex], StrHeight);
TotalWidth += CategoriesWidth[DebugCameraIndex];
MaxHeight = FMath::Max(MaxHeight, StrHeight);
}
{
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
static FString KeyShortcut = GDC->GameHUDBind.GetInputText().ToString();
const AHUD* GameHUD = MyPC ? MyPC->GetHUD() : NULL;
const int32 DebugCameraIndex = Categories.Add(FDebugCategoryView());
CategoriesWidth.AddZeroed(1);
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
Categories[DebugCameraIndex].Desc = FString::Printf(TEXT(" %s[%s]: %s "), GameHUD && GameHUD->bShowHUD ? TEXT("{Green}") : TEXT("{White}"), *KeyShortcut, TEXT("GameHUD"));
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[DebugCameraIndex].Desc, CategoriesWidth[DebugCameraIndex], StrHeight);
TotalWidth += CategoriesWidth[DebugCameraIndex];
MaxHeight = FMath::Max(MaxHeight, StrHeight);
}
TotalWidth = FMath::Max(TotalWidth, HeaderWidth);
FCanvasTileItem TileItem(FVector2D(10, 10), GWhiteTexture, FVector2D(TotalWidth + 20, MaxHeight + 20), FColor(0, 0, 0, 20));
TileItem.BlendMode = SE_BLEND_Translucent;
DrawItem(DefaultContext, TileItem, MenuStartX, MenuStartY);
PrintString(DefaultContext, FColorList::LightBlue, HeaderDesc, MenuStartX + 2.f, MenuStartY + 2.f);
float XPos = MenuStartX + 20.f;
for (int32 i = 0; i < Categories.Num(); i++)
{
const bool bIsActive = GameplayDebuggerSettings(GetDebuggingReplicator()).CheckFlag(Categories[i].View) ? true : false;
const bool bIsDisabled = Categories[i].View == EAIDebugDrawDataView::NavMesh ? false : (DebugComponent && DebugComponent->GetSelectedActor() ? false: true);
PrintString(DefaultContext, bIsDisabled ? (bIsActive ? FColorList::DarkGreen : FColorList::LightGrey) : (bIsActive ? FColorList::Green : FColorList::White), Categories[i].Desc, XPos, MenuStartY + MaxHeight + 2.f);
XPos += CategoriesWidth[i];
}
DefaultContext.Font = OldFont;
}
if ((!DebugComponent || !DebugComponent->GetSelectedActor()) && GetWorld()->GetNetMode() == NM_Client)
{
PrintString(DefaultContext, "\n{red}No Pawn selected - waiting for data to replicate from server. {green}Press and hold ' to select Pawn \n");
}
if (GDC && GDC->GetDebugCameraController().IsValid())
{
ADebugCameraController* DebugCamController = GDC->GetDebugCameraController().Get();
if (DebugCamController != NULL)
{
FVector const CamLoc = DebugCamController->PlayerCameraManager->GetCameraLocation();
FRotator const CamRot = DebugCamController->PlayerCameraManager->GetCameraRotation();
FString HitString;
FCollisionQueryParams TraceParams(NAME_None, true, this);
FHitResult Hit;
bool bHit = GetWorld()->LineTraceSingleByChannel(Hit, CamLoc, CamRot.Vector() * 100000.f + CamLoc, ECC_Pawn, TraceParams);
if (bHit && Hit.GetActor() != nullptr)
{
HitString = FString::Printf(TEXT("{white}Under cursor: {yellow}'%s'"), *Hit.GetActor()->GetName());
DrawDebugLine(GetWorld(), Hit.Location, Hit.Location + Hit.Normal*30.f, FColor::White);
}
else
{
HitString = FString::Printf(TEXT("Not actor under cursor"));
}
PrintString(DefaultContext, FColor::White, HitString, MenuStartX, MenuStartY + 40);
}
}
DefaultContext.CursorX = OldX;
DefaultContext.CursorY = OldY;
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawDebugComponentData(APlayerController* MyPC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
AActor* SelectedActor = DebugComponent->GetSelectedActor();
const bool bDrawFullData = GetDebuggingReplicator()->GetSelectedActorToDebug() == SelectedActor;
const FVector ScreenLoc = SelectedActor ? ProjectLocation(DefaultContext, SelectedActor->GetActorLocation() + FVector(0.f, 0.f, SelectedActor->GetSimpleCollisionHalfHeight())) : FVector::ZeroVector;
OverHeadContext = FPrintContext(GEngine->GetSmallFont(), Canvas, ScreenLoc.X, ScreenLoc.Y);
//DefaultContext.CursorY += 20;
BlackboardFinishY = 0.0f;
FGameplayDebuggerSettings DebuggerSettings = GameplayDebuggerSettings(GetDebuggingReplicator());
bool bForceOverhead = false;
#if !WITH_EDITOR
bForceOverhead = bDrawFullData;
#endif
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::OverHead) || bForceOverhead)
{
DrawOverHeadInformation(MyPC, DebugComponent);
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::NavMesh))
{
DrawNavMeshSnapshot(MyPC, DebugComponent);
}
if (SelectedActor && bDrawFullData)
{
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::Basic) /*|| EngineShowFlags.DebugAI*/)
{
DrawBasicData(MyPC, DebugComponent);
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::BehaviorTree))
{
DrawBehaviorTreeData(MyPC, DebugComponent);
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::EQS))
{
bool bEnabledEnvironmentQueryEd = true;
if (GConfig)
{
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnabledEnvironmentQueryEd, GEngineIni);
}
if (bEnabledEnvironmentQueryEd)
{
DrawEQSData(MyPC, DebugComponent);
}
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::Perception) /*|| EngineShowFlags.DebugAI*/)
{
DrawPerception(MyPC, DebugComponent);
}
}
DrawGameSpecificView(MyPC, DebugComponent);
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawPath(APlayerController* MyPC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static const FColor Grey(100,100,100);
static const FColor PathColor(192,192,192);
const int32 NumPathVerts = DebugComponent->PathPoints.Num();
UWorld* DrawWorld = GetWorld();
for (int32 VertIdx=0; VertIdx < NumPathVerts-1; ++VertIdx)
{
FVector const VertLoc = DebugComponent->PathPoints[VertIdx] + NavigationDebugDrawing::PathOffset;
DrawDebugSolidBox(DrawWorld, VertLoc, NavigationDebugDrawing::PathNodeBoxExtent, VertIdx < int32(DebugComponent->NextPathPointIndex) ? Grey : PathColor, false);
// draw line to next loc
FVector const NextVertLoc = DebugComponent->PathPoints[VertIdx+1] + NavigationDebugDrawing::PathOffset;
DrawDebugLine(DrawWorld, VertLoc, NextVertLoc, VertIdx < int32(DebugComponent->NextPathPointIndex) ? Grey : PathColor, false
, -1.f, 0
, NavigationDebugDrawing::PathLineThickness);
}
// draw last vert
if (NumPathVerts > 0)
{
DrawDebugBox(DrawWorld, DebugComponent->PathPoints[NumPathVerts-1] + NavigationDebugDrawing::PathOffset, FVector(15.f), Grey, false);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawOverHeadInformation(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
APawn* MyPawn = Cast<APawn>(DebugComponent->GetSelectedActor());
const FVector Loc3d = MyPawn ? MyPawn->GetActorLocation() + FVector(0.f, 0.f, MyPawn->GetSimpleCollisionHalfHeight()) : FVector::ZeroVector;
if (OverHeadContext.Canvas->SceneView == NULL || OverHeadContext.Canvas->SceneView->ViewFrustum.IntersectBox(Loc3d, FVector::ZeroVector) == false)
{
return;
}
const FVector ScreenLoc = OverHeadContext.Canvas->Project(Loc3d);
static const FVector2D FontScale(1.f, 1.f);
UFont* Font = GEngine->GetSmallFont();
float TextXL = 0.f;
float YL = 0.f;
FString ObjectName = FString::Printf( TEXT("{yellow}%s {white}(%s)"), *DebugComponent->ControllerName, *DebugComponent->PawnName);
CalulateStringSize(OverHeadContext, OverHeadContext.Font, ObjectName, TextXL, YL);
Copying //UE4/Fortnite-Staging to //UE4/Main #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2806454 on 2015/12/16 by Bob.Tellez #UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive. #rb Ben.Zeigler #codereview Dmitry.Rekman Change 2805502 on 2015/12/16 by Ben.Zeigler #UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time. As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569 #codereview mike.beach, bob.tellez Change 2805288 on 2015/12/16 by David.Nikdel #HTTP #HttpRetry - Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors. - Changed HTTP retry logic a little bit * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty) * If a response was not received and we did not send a full request, automatically retry * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent) - Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization) * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case. - Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally. * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis #RB: Sam.Zamani #CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro #Fixes: FORT-17804 Change 2803864 on 2015/12/15 by Bob.Tellez #UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server. #rb Dmitry.Rekman #codereview Nick.Darnell Change 2803677 on 2015/12/15 by Billy.Bramer - Expose equality and inequality operators for gameplay attributes #rb Todd.Eckert Change 2802881 on 2015/12/14 by Bob.Tellez #UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting. #rb Phillip.Kavan, Maciej.Mroz #codereview Phillip.Kavan, Maciej.Mroz Change 2801636 on 2015/12/14 by Bob.Tellez #UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages. #codereview Graeme.Thornton Change 2800400 on 2015/12/11 by Jonathan.Lindquist Submitting a new Pivot Painter Edition - now renders to textures - improved workflow - greater capabilities Change 2799579 on 2015/12/11 by John.Abercrombie [AUTOMERGE] Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4 Fixes FORT-18649 - Patrols don't spawn consistently - The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire #rb me (this code was written by MieszkoZ) (removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile) -------- Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11. Change 2799018 on 2015/12/10 by Bob.Tellez #UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag. #rb Fred.Kimberley #codereview Peter.Knepley Change 2798926 on 2015/12/10 by Bob.Tellez #UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture. #jira FORT-18514 #codereview Martin.Mittring Change 2797758 on 2015/12/10 by Mark.Satterthwaite Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal. Change 2781204 on 2015/11/25 by Dmitry.Rekman Linux: use jemalloc by default if available. - Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM. #rb Bob.Tellez #codereview Bob.Tellez, Ben.Zeigler Change 2779398 on 2015/11/24 by Mark.Satterthwaite Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
bool bDrawFullOverHead = MyPawn != nullptr && GetDebuggingReplicator()->GetSelectedActorToDebug() == MyPawn;
float IconXLocation = OverHeadContext.DefaultX;
float IconYLocation = OverHeadContext.DefaultY;
if (bDrawFullOverHead)
{
OverHeadContext.DefaultX -= (0.5f*TextXL*FontScale.X);
OverHeadContext.DefaultY -= (1.2f*YL*FontScale.Y);
IconYLocation = OverHeadContext.DefaultY;
OverHeadContext.CursorX = OverHeadContext.DefaultX;
OverHeadContext.CursorY = OverHeadContext.DefaultY;
}
if (DebugComponent->DebugIcon.Len() > 0)
{
UTexture2D* RegularIcon = (UTexture2D*)StaticLoadObject(UTexture2D::StaticClass(), NULL, *DebugComponent->DebugIcon, NULL, LOAD_NoWarn | LOAD_Quiet, NULL);
if (RegularIcon)
{
FCanvasIcon Icon = UCanvas::MakeIcon(RegularIcon);
if (Icon.Texture)
{
const float DesiredIconSize = bDrawFullOverHead ? 32.f : 16.f;
DrawIcon(OverHeadContext, FColor::White, Icon, IconXLocation, IconYLocation - DesiredIconSize, DesiredIconSize / Icon.Texture->GetSurfaceWidth());
}
}
}
if (bDrawFullOverHead)
{
OverHeadContext.FontRenderInfo.bEnableShadow = bDrawFullOverHead;
PrintString(OverHeadContext, bDrawFullOverHead ? FColor::White : FColor(255, 255, 255, 128), FString::Printf(TEXT("%s\n"), *ObjectName));
OverHeadContext.FontRenderInfo.bEnableShadow = false;
}
if (EngineShowFlags.DebugAI)
{
DrawPath(PC, DebugComponent);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawBasicData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
PrintString(DefaultContext, TEXT("\n{R=0,G=255,B=0,A=255}BASIC DATA\n"));
UFont* OldFont = DefaultContext.Font;
DefaultContext.Font = GEngine->GetMediumFont();
PrintString(DefaultContext, FString::Printf(TEXT("Controller Name: {yellow}%s\n"), *DebugComponent->ControllerName));
DefaultContext.Font = OldFont;
PrintString(DefaultContext, FString::Printf(TEXT("Pawn Name: {yellow}%s{white}, Pawn Class: {yellow}%s\n"), *DebugComponent->PawnName, *DebugComponent->PawnClass));
// movement
if (DebugComponent->bIsUsingCharacter)
{
PrintString(DefaultContext, FString::Printf(TEXT("Movement Mode: {yellow}%s{white}, Base: {yellow}%s\n"), *DebugComponent->MovementModeInfo, *DebugComponent->MovementBaseInfo));
PrintString(DefaultContext, FString::Printf(TEXT("NavData: {yellow}%s{white}, Path following: {yellow}%s\n"), *DebugComponent->NavDataInfo, *DebugComponent->PathFollowingInfo));
}
// logic
if (DebugComponent->bIsUsingBehaviorTree)
{
PrintString(DefaultContext, FString::Printf(TEXT("Behavior: {yellow}%s{white}, Tree: {yellow}%s\n"), *DebugComponent->CurrentAIState, *DebugComponent->CurrentAIAssets));
PrintString(DefaultContext, FString::Printf(TEXT("Active task: {yellow}%s\n"), *DebugComponent->CurrentAITask));
}
// ability + animation
if (DebugComponent->bIsUsingAbilities && DebugComponent->bIsUsingCharacter)
{
PrintString(DefaultContext, FString::Printf(TEXT("Ability: {yellow}%s{white}, Montage: {yellow}%s\n"), *DebugComponent->AbilityInfo, *DebugComponent->MontageInfo));
}
else if (DebugComponent->bIsUsingCharacter)
{
PrintString(DefaultContext, FString::Printf(TEXT("Montage: {yellow}%s\n"), *DebugComponent->MontageInfo));
}
else if (DebugComponent->bIsUsingAbilities)
{
PrintString(DefaultContext, FString::Printf(TEXT("Ability: {yellow}%s\n"), *DebugComponent->AbilityInfo));
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2926658 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman #codereview John.Abercrombie Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2910454 on 2016/03/15 by Zak.Middleton #ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps. #rb Jeff.Farris #jira UE-24327 UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html Change 2910548 on 2016/03/15 by Zak.Middleton #ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance. Change 2912311 on 2016/03/16 by Marc.Audy Properly handle overlaps in C++ in documentation code and UE4 to Unity doc #rb Martin.Wilson Change 2913086 on 2016/03/17 by Marc.Audy Adding ability to have 9 parameters to a dynamic delegate Change 2913101 on 2016/03/17 by Marc.Audy Fix some of the loctext error messages Change 2913102 on 2016/03/17 by Thomas.Sarkanen Console usability improvements Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden. To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key. This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables. Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for Allow cycling through console commands with the tab key Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region Show the currently selected autocomplete entry faded out behind the user's typed input Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line Left-justify command descriptions in the console autocompletion box Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate Make the console input, history and autocomplete colours user configurable Add console background transparency. Configurable, set to 15% by default Add missing closing quote to the console dump HTML template #github #2061: Console usability improvements from Mattiwatti Change 2913104 on 2016/03/17 by Thomas.Sarkanen Added indicator displayed on animation nodes when they use the 'fast path' Added checkbox that can be used to audit Blueprint fast-path usage. Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path. #doc Also added documentation tooltips and UDN doc files/images for the fast path systems. #jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access #rb Martin.Wilson Change 2913306 on 2016/03/17 by Marc.Audy Cleaning up GetResourceSize - Made many call Super::GetResourceSize - Removed trivial implementations - Fixed HierarchicalInstanceStaticMeshComponent double counting an array Change 2913535 on 2016/03/17 by Lukasz.Furman fixed broken behavior tree graph data after subnode undo #ue4 UE-28198 Change 2913608 on 2016/03/17 by Lukasz.Furman fixed behavior tree execution indices after undoing move in editor #ue4 UE-26705 Change 2913847 on 2016/03/17 by Lukasz.Furman added new automation test for UE-28309 #ue4 Change 2913849 on 2016/03/17 by Lukasz.Furman fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call #ue4 UE-28309 Change 2913895 on 2016/03/17 by Marc.Audy Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one Fixed up all C++ uses of these delegates #jira UE-23122 #rb Zak.Middleton Change 2914743 on 2016/03/18 by Thomas.Sarkanen Editing of primitive data in PhAT [CL 2926677 by Marc Audy in Main branch]
2016-03-29 16:33:59 -04:00
// gameplay tasks
int32 NumTasks = 0;
if (DebugComponent->GameplayTasksState.Len() > 0)
{
int32 SearchStart = -2;
int32 PrevStart = 0;
do {
PrevStart = SearchStart + 1;
SearchStart = DebugComponent->GameplayTasksState.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, PrevStart);
NumTasks++;
} while (SearchStart >= 0 && SearchStart > PrevStart);
NumTasks--;
}
PrintString(DefaultContext, FString::Printf(TEXT("GameplayTasks: {yellow}%d\n%s\n"), NumTasks, *DebugComponent->GameplayTasksState));
DrawPath(PC, DebugComponent);
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawBehaviorTreeData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
PrintString(DefaultContext, TEXT("\n{green}BEHAVIOR TREE\n"));
PrintString(DefaultContext, FString::Printf(TEXT("Brain Component: {yellow}%s\n"), *DebugComponent->BrainComponentName));
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
PrintString(DefaultContext, DebugComponent->BrainComponentString);
PrintString(DefaultContext, FColor::White, DebugComponent->BlackboardString, 600.0f, DebugInfoStartY);
BlackboardFinishY = DefaultContext.CursorY;
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawEQSData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
PrintString(DefaultContext, TEXT("\n{green}EQS {white}[Use + key to switch query]\n"));
if (DebugComponent->EQSLocalData.Num() == 0)
{
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
return;
}
const int32 EQSIndex = DebugComponent->EQSLocalData.Num() > 0 ? FMath::Clamp(DebugComponent->CurrentEQSIndex, 0, DebugComponent->EQSLocalData.Num() - 1) : INDEX_NONE;
if (!DebugComponent->EQSLocalData.IsValidIndex(EQSIndex))
{
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
return;
}
{
int32 Index = 0;
PrintString(DefaultContext, TEXT("{white}Queries: "));
for (auto CurrentQuery : DebugComponent->EQSLocalData)
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
{
if (EQSIndex == Index)
{
PrintString(DefaultContext, FString::Printf(TEXT("{green}%s, "), *CurrentQuery.Name));
}
else
{
PrintString(DefaultContext, FString::Printf(TEXT("{yellow}%s, "), *CurrentQuery.Name));
}
Index++;
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
}
PrintString(DefaultContext, TEXT("\n"));
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
}
auto& CurrentLocalData = DebugComponent->EQSLocalData[EQSIndex];
/** find and draw item selection */
int32 BestItemIndex = INDEX_NONE;
{
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
FVector CamLocation;
FVector FireDir;
if (!MyPC->GetSpectatorPawn())
{
FRotator CamRotation;
MyPC->GetPlayerViewPoint(CamLocation, CamRotation);
FireDir = CamRotation.Vector();
}
else
{
FireDir = DefaultContext.Canvas->SceneView->GetViewDirection();
CamLocation = DefaultContext.Canvas->SceneView->ViewMatrices.ViewOrigin;
}
float bestAim = 0;
for (int32 Index = 0; Index < CurrentLocalData.RenderDebugHelpers.Num(); ++Index)
{
auto& CurrentItem = CurrentLocalData.RenderDebugHelpers[Index];
const FVector AimDir = CurrentItem.Location - CamLocation;
float FireDist = AimDir.SizeSquared();
FireDist = FMath::Sqrt(FireDist);
float newAim = FireDir | AimDir;
newAim = newAim / FireDist;
if (newAim > bestAim)
{
BestItemIndex = Index;
bestAim = newAim;
}
}
if (BestItemIndex != INDEX_NONE)
{
DrawDebugSphere(World, CurrentLocalData.RenderDebugHelpers[BestItemIndex].Location, CurrentLocalData.RenderDebugHelpers[BestItemIndex].Radius, 8, FColor::Red, false);
int32 FailedTestIndex = CurrentLocalData.RenderDebugHelpers[BestItemIndex].FailedTestIndex;
if (FailedTestIndex != INDEX_NONE)
{
PrintString(DefaultContext, FString::Printf(TEXT("{red}Selected item failed with test %d: {yellow}%s {LightBlue}(%s)\n")
, FailedTestIndex
, *CurrentLocalData.Tests[FailedTestIndex].ShortName
, *CurrentLocalData.Tests[FailedTestIndex].Detailed
));
PrintString(DefaultContext, FString::Printf(TEXT("{white}'%s' with score %3.3f\n\n"), *CurrentLocalData.RenderDebugHelpers[BestItemIndex].AdditionalInformation, CurrentLocalData.RenderDebugHelpers[BestItemIndex].FailedScore));
}
}
}
PrintString(DefaultContext, FString::Printf(TEXT("{white}Timestamp: {yellow}%.3f (%.2fs ago)\n")
, CurrentLocalData.Timestamp, PC->GetWorld()->GetTimeSeconds() - CurrentLocalData.Timestamp
));
PrintString(DefaultContext, FString::Printf(TEXT("{white}Query ID: {yellow}%d\n")
, CurrentLocalData.Id
));
PrintString(DefaultContext, FString::Printf(TEXT("{white}Query contains %d options: "), CurrentLocalData.Options.Num()));
for (int32 OptionIndex = 0; OptionIndex < CurrentLocalData.Options.Num(); ++OptionIndex)
{
if (OptionIndex == CurrentLocalData.UsedOption)
{
PrintString(DefaultContext, FString::Printf(TEXT("{green}%s, "), *CurrentLocalData.Options[OptionIndex]));
}
else
{
PrintString(DefaultContext, FString::Printf(TEXT("{yellow}%s, "), *CurrentLocalData.Options[OptionIndex]));
}
}
PrintString(DefaultContext, TEXT("\n"));
const float RowHeight = 20.0f;
const int32 NumTests = CurrentLocalData.Tests.Num();
if (CurrentLocalData.NumValidItems > 0 && GetDebuggingReplicator()->EnableEQSOnHUD )
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
{
// draw test weights for best X items
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
const int32 NumItems = CurrentLocalData.Items.Num();
FCanvasTileItem TileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(Canvas->SizeX, RowHeight), FLinearColor::Black);
FLinearColor ColorOdd(0, 0, 0, 0.6f);
FLinearColor ColorEven(0, 0, 0.4f, 0.4f);
TileItem.BlendMode = SE_BLEND_Translucent;
// table header
{
DefaultContext.CursorY += RowHeight;
const float HeaderY = DefaultContext.CursorY + 3.0f;
TileItem.SetColor(ColorOdd);
DrawItem(DefaultContext, TileItem, 0, DefaultContext.CursorY);
float HeaderX = DefaultContext.CursorX;
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
PrintString(DefaultContext, FColor::Yellow, FString::Printf(TEXT("Num items: %d"), CurrentLocalData.NumValidItems), HeaderX, HeaderY);
HeaderX += ItemDescriptionWidth;
PrintString(DefaultContext, FColor::White, TEXT("Score"), HeaderX, HeaderY);
HeaderX += ItemScoreWidth;
for (int32 TestIdx = 0; TestIdx < NumTests; TestIdx++)
{
PrintString(DefaultContext, FColor::White, FString::Printf(TEXT("Test %d"), TestIdx), HeaderX, HeaderY);
HeaderX += TestScoreWidth;
}
DefaultContext.CursorY += RowHeight;
}
// valid items
for (int32 Idx = 0; Idx < NumItems; Idx++)
{
TileItem.SetColor((Idx % 2) ? ColorOdd : ColorEven);
DrawItem(DefaultContext, TileItem, 0, DefaultContext.CursorY);
DrawEQSItemDetails(Idx, DebugComponent);
DefaultContext.CursorY += RowHeight;
}
DefaultContext.CursorY += RowHeight;
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
}
// test description
PrintString(DefaultContext, TEXT("All tests from used option:\n"));
for (int32 TestIdx = 0; TestIdx < NumTests; TestIdx++)
{
FString TestDesc = FString::Printf(TEXT("{white}Test %d = {yellow}%s {LightBlue}(%s)\n"), TestIdx,
*CurrentLocalData.Tests[TestIdx].ShortName,
*CurrentLocalData.Tests[TestIdx].Detailed);
PrintString(DefaultContext, TestDesc);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawEQSItemDetails(int32 ItemIdx, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS
const float PosY = DefaultContext.CursorY + 1.0f;
float PosX = DefaultContext.CursorX;
const int32 EQSIndex = DebugComponent->EQSLocalData.Num() > 0 ? FMath::Clamp(DebugComponent->CurrentEQSIndex, 0, DebugComponent->EQSLocalData.Num() - 1) : INDEX_NONE;
auto& CurrentLocalData = DebugComponent->EQSLocalData[EQSIndex];
Merging using UE4-Fortnite-To-UE4 from CL 2261973 Includes the following engine-level changes (among others; biggest change is enabling world assets by default): CL 2252857 added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor CL 2256142 Added support for native arrays in JSON object converter. - Permissive in treating arrays of size 1 and scalars as equivalent - Excess elements in JSON are ignored. Serialization succeeds but a warning is logged CL 2256073 Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations CL 2253797 #UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug). CL 2258142 #UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load. CL 2247003 Added homing to ProjectileMovementComponent - Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable - Both homing and gravity are now applied in the new virtual function "CalculateAcceleration" CL 2247249 Moved the homing modification to acceleration occur in a separate function specifically for homing CL 2257043 - Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance CL 2245629 #UE4 - fixed json TryGetNumber to round negatives appropriately CL 2255312 #UE4 Enabling World Assets by default. CL 2260956 Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events CL 2245571 GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4 - Made PerceptionSystem's sight sense take advantage of that CL 2246897 Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4 - addresses TTP#343392 CL 2260634 added more debug data for NaN in crowd simulation CL 2248387 Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4 Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4 CL 2253281 Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution - We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution CL 2255310 #UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case. CL 2258256 #UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets. [CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
const EQSDebug::FItemData& ItemData = CurrentLocalData.Items[ItemIdx];
PrintString(DefaultContext, FColor::White, ItemData.Desc, PosX, PosY);
PosX += ItemDescriptionWidth;
FString ScoreDesc = FString::Printf(TEXT("%.2f"), ItemData.TotalScore);
PrintString(DefaultContext, FColor::Yellow, ScoreDesc, PosX, PosY);
PosX += ItemScoreWidth;
FCanvasTileItem ActiveTileItem(FVector2D(0, PosY + 15.0f), GWhiteTexture, FVector2D(0, 2.0f), FLinearColor::Yellow);
FCanvasTileItem BackTileItem(FVector2D(0, PosY + 15.0f), GWhiteTexture, FVector2D(0, 2.0f), FLinearColor(0.1f, 0.1f, 0.1f));
const float BarWidth = 80.0f;
const int32 NumTests = ItemData.TestScores.Num();
float TotalWeightedScore = 0.0f;
for (int32 Idx = 0; Idx < NumTests; Idx++)
{
TotalWeightedScore += ItemData.TestScores[Idx];
}
for (int32 Idx = 0; Idx < NumTests; Idx++)
{
const float ScoreW = ItemData.TestScores[Idx];
const float ScoreN = ItemData.TestValues[Idx];
FString DescScoreW = FString::Printf(TEXT("%.2f"), ScoreW);
FString DescScoreN = (ScoreN == UEnvQueryTypes::SkippedItemValue) ? TEXT("SKIP") : FString::Printf(TEXT("%.2f"), ScoreN);
FString TestDesc = DescScoreW + FString(" {LightBlue}") + DescScoreN;
float Pct = (TotalWeightedScore > KINDA_SMALL_NUMBER) ? (ScoreW / TotalWeightedScore) : 0.0f;
ActiveTileItem.Position.X = PosX;
ActiveTileItem.Size.X = BarWidth * Pct;
BackTileItem.Position.X = PosX + ActiveTileItem.Size.X;
BackTileItem.Size.X = FMath::Max(BarWidth * (1.0f - Pct), 0.0f);
DrawItem(DefaultContext, ActiveTileItem, ActiveTileItem.Position.X, ActiveTileItem.Position.Y);
DrawItem(DefaultContext, BackTileItem, BackTileItem.Position.X, BackTileItem.Position.Y);
PrintString(DefaultContext, FColor::Green, TestDesc, PosX, PosY);
PosX += TestScoreWidth;
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS
}
void AGameplayDebuggingHUDComponent::DrawPerception(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (!DebugComponent)
{
return;
}
PrintString(DefaultContext, FColor::Green, TEXT("\nPERCEPTION COMPONENT\n"));
PrintString(DefaultContext, FString::Printf(TEXT("Draw Colors:")));
PrintString(DefaultContext, *DebugComponent->PerceptionLegend);
PrintString(DefaultContext, FString::Printf(TEXT("\nDistance Sensor-PlayerPawn: %.1f\n"), DebugComponent->DistanceFromSensor));
PrintString(DefaultContext, FString::Printf(TEXT("Distance Pawn-PlayerPawn: %.1f\n"), DebugComponent->DistanceFromPlayer));
float VerticalLabelOffset = 0.f;
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
for (const FGameplayDebuggerShapeElement& Shape : DebugComponent->PerceptionShapeElements)
{
Copying //UE4/Dev-Frame to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2775736 on 2015/11/20 by Richard.Hinckley Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately. #codereview michael.noland Change 2776352 on 2015/11/20 by Zak.Middleton #ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics. #rb Marc.Audy, Ori.Cohen #codereview James.Golding Change 2776401 on 2015/11/20 by Mieszko.Zielinski Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4 The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality #jira UE-23705 #rb Lukasz.Furman Change 2777450 on 2015/11/23 by Martin.Wilson Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime #rb Thomas.Sarkanen Change 2777698 on 2015/11/23 by Mieszko.Zielinski Gameplay debugging tools fixes #UE4 Fixes: - made newly added logs respect Log Visualizer's filters - added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found. - fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed. In addition - while at it removed bunch of 'auto' and 'class' keywords from the files I've touched #rb Lukasz.Furman Change 2777762 on 2015/11/23 by Mieszko.Zielinski Removed BlackboardComponent's functionality deprecated since 4.7 #UE4 #rb Lukasz.Furman Change 2777839 on 2015/11/23 by Zak.Middleton #ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function. #rb Laurent.Delayen Change 2777840 on 2015/11/23 by Zak.Middleton #ue4 - Fix up uses of library math functions to go through our FMath namespace. #rb Laurent.Delayen Change 2778287 on 2015/11/23 by Stan.Melax deprecation of FCollisionQueryParams(bool) See 2774707 description for the whole story #OR-9936 #codereview marc.audy Changes to kite will have to be in a separate check-in I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299 Change 2778507 on 2015/11/23 by Marc.Audy Eliminate spurious cook warnings for known missing packages #rb Michael.Noland Change 2778546 on 2015/11/23 by Aaron.McLeran Moving occlusion feature settings from audio component to sound attenuation settings struct. - Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there. - Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be) #rb Zak.Middleton Change 2778664 on 2015/11/23 by Zak.Middleton #ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc. #rb Aaron.Mcleran #codereview Frank.Gigliotti Change 2779335 on 2015/11/24 by Mieszko.Zielinski Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4 Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis. #rb Lukasz.Furman Change 2779338 on 2015/11/24 by Benn.Gallagher Fixed crash in Persona when focus is taken from a different window #jira UE-22516 #rb Ben.Cosh Change 2779375 on 2015/11/24 by Benn.Gallagher Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire. #rb Ori.Cohen Change 2779753 on 2015/11/24 by Zak.Middleton #ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version. #rb Brian.Karis Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
switch (Shape.GetType())
{
case EGameplayDebuggerShapeElement::String:
{
const FVector& Loc = Shape.Points[0];
const FVector ScreenLoc = DefaultContext.Canvas->Project(Loc);
PrintString(DefaultContext, Shape.GetFColor(), Shape.Description, ScreenLoc.X, ScreenLoc.Y + VerticalLabelOffset);
VerticalLabelOffset += 17;
}
Copying //UE4/Dev-Frame to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2775736 on 2015/11/20 by Richard.Hinckley Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately. #codereview michael.noland Change 2776352 on 2015/11/20 by Zak.Middleton #ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics. #rb Marc.Audy, Ori.Cohen #codereview James.Golding Change 2776401 on 2015/11/20 by Mieszko.Zielinski Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4 The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality #jira UE-23705 #rb Lukasz.Furman Change 2777450 on 2015/11/23 by Martin.Wilson Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime #rb Thomas.Sarkanen Change 2777698 on 2015/11/23 by Mieszko.Zielinski Gameplay debugging tools fixes #UE4 Fixes: - made newly added logs respect Log Visualizer's filters - added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found. - fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed. In addition - while at it removed bunch of 'auto' and 'class' keywords from the files I've touched #rb Lukasz.Furman Change 2777762 on 2015/11/23 by Mieszko.Zielinski Removed BlackboardComponent's functionality deprecated since 4.7 #UE4 #rb Lukasz.Furman Change 2777839 on 2015/11/23 by Zak.Middleton #ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function. #rb Laurent.Delayen Change 2777840 on 2015/11/23 by Zak.Middleton #ue4 - Fix up uses of library math functions to go through our FMath namespace. #rb Laurent.Delayen Change 2778287 on 2015/11/23 by Stan.Melax deprecation of FCollisionQueryParams(bool) See 2774707 description for the whole story #OR-9936 #codereview marc.audy Changes to kite will have to be in a separate check-in I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299 Change 2778507 on 2015/11/23 by Marc.Audy Eliminate spurious cook warnings for known missing packages #rb Michael.Noland Change 2778546 on 2015/11/23 by Aaron.McLeran Moving occlusion feature settings from audio component to sound attenuation settings struct. - Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there. - Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be) #rb Zak.Middleton Change 2778664 on 2015/11/23 by Zak.Middleton #ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc. #rb Aaron.Mcleran #codereview Frank.Gigliotti Change 2779335 on 2015/11/24 by Mieszko.Zielinski Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4 Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis. #rb Lukasz.Furman Change 2779338 on 2015/11/24 by Benn.Gallagher Fixed crash in Persona when focus is taken from a different window #jira UE-22516 #rb Ben.Cosh Change 2779375 on 2015/11/24 by Benn.Gallagher Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire. #rb Ori.Cohen Change 2779753 on 2015/11/24 by Zak.Middleton #ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version. #rb Brian.Karis Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
break;
case EGameplayDebuggerShapeElement::Segment:
{
DrawDebugLine(World, Shape.Points[0], Shape.Points[1], Shape.GetFColor());
}
Copying //UE4/Dev-Frame to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2775736 on 2015/11/20 by Richard.Hinckley Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately. #codereview michael.noland Change 2776352 on 2015/11/20 by Zak.Middleton #ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics. #rb Marc.Audy, Ori.Cohen #codereview James.Golding Change 2776401 on 2015/11/20 by Mieszko.Zielinski Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4 The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality #jira UE-23705 #rb Lukasz.Furman Change 2777450 on 2015/11/23 by Martin.Wilson Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime #rb Thomas.Sarkanen Change 2777698 on 2015/11/23 by Mieszko.Zielinski Gameplay debugging tools fixes #UE4 Fixes: - made newly added logs respect Log Visualizer's filters - added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found. - fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed. In addition - while at it removed bunch of 'auto' and 'class' keywords from the files I've touched #rb Lukasz.Furman Change 2777762 on 2015/11/23 by Mieszko.Zielinski Removed BlackboardComponent's functionality deprecated since 4.7 #UE4 #rb Lukasz.Furman Change 2777839 on 2015/11/23 by Zak.Middleton #ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function. #rb Laurent.Delayen Change 2777840 on 2015/11/23 by Zak.Middleton #ue4 - Fix up uses of library math functions to go through our FMath namespace. #rb Laurent.Delayen Change 2778287 on 2015/11/23 by Stan.Melax deprecation of FCollisionQueryParams(bool) See 2774707 description for the whole story #OR-9936 #codereview marc.audy Changes to kite will have to be in a separate check-in I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299 Change 2778507 on 2015/11/23 by Marc.Audy Eliminate spurious cook warnings for known missing packages #rb Michael.Noland Change 2778546 on 2015/11/23 by Aaron.McLeran Moving occlusion feature settings from audio component to sound attenuation settings struct. - Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there. - Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be) #rb Zak.Middleton Change 2778664 on 2015/11/23 by Zak.Middleton #ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc. #rb Aaron.Mcleran #codereview Frank.Gigliotti Change 2779335 on 2015/11/24 by Mieszko.Zielinski Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4 Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis. #rb Lukasz.Furman Change 2779338 on 2015/11/24 by Benn.Gallagher Fixed crash in Persona when focus is taken from a different window #jira UE-22516 #rb Ben.Cosh Change 2779375 on 2015/11/24 by Benn.Gallagher Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire. #rb Ori.Cohen Change 2779753 on 2015/11/24 by Zak.Middleton #ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version. #rb Brian.Karis Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
break;
case EGameplayDebuggerShapeElement::SinglePoint:
{
DrawDebugSphere(World, Shape.Points[0], Shape.ThicknesOrRadius, 16, Shape.GetFColor());
}
Copying //UE4/Dev-Frame to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2775736 on 2015/11/20 by Richard.Hinckley Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately. #codereview michael.noland Change 2776352 on 2015/11/20 by Zak.Middleton #ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics. #rb Marc.Audy, Ori.Cohen #codereview James.Golding Change 2776401 on 2015/11/20 by Mieszko.Zielinski Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4 The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality #jira UE-23705 #rb Lukasz.Furman Change 2777450 on 2015/11/23 by Martin.Wilson Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime #rb Thomas.Sarkanen Change 2777698 on 2015/11/23 by Mieszko.Zielinski Gameplay debugging tools fixes #UE4 Fixes: - made newly added logs respect Log Visualizer's filters - added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found. - fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed. In addition - while at it removed bunch of 'auto' and 'class' keywords from the files I've touched #rb Lukasz.Furman Change 2777762 on 2015/11/23 by Mieszko.Zielinski Removed BlackboardComponent's functionality deprecated since 4.7 #UE4 #rb Lukasz.Furman Change 2777839 on 2015/11/23 by Zak.Middleton #ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function. #rb Laurent.Delayen Change 2777840 on 2015/11/23 by Zak.Middleton #ue4 - Fix up uses of library math functions to go through our FMath namespace. #rb Laurent.Delayen Change 2778287 on 2015/11/23 by Stan.Melax deprecation of FCollisionQueryParams(bool) See 2774707 description for the whole story #OR-9936 #codereview marc.audy Changes to kite will have to be in a separate check-in I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299 Change 2778507 on 2015/11/23 by Marc.Audy Eliminate spurious cook warnings for known missing packages #rb Michael.Noland Change 2778546 on 2015/11/23 by Aaron.McLeran Moving occlusion feature settings from audio component to sound attenuation settings struct. - Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there. - Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be) #rb Zak.Middleton Change 2778664 on 2015/11/23 by Zak.Middleton #ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc. #rb Aaron.Mcleran #codereview Frank.Gigliotti Change 2779335 on 2015/11/24 by Mieszko.Zielinski Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4 Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis. #rb Lukasz.Furman Change 2779338 on 2015/11/24 by Benn.Gallagher Fixed crash in Persona when focus is taken from a different window #jira UE-22516 #rb Ben.Cosh Change 2779375 on 2015/11/24 by Benn.Gallagher Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire. #rb Ori.Cohen Change 2779753 on 2015/11/24 by Zak.Middleton #ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version. #rb Brian.Karis Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
break;
case EGameplayDebuggerShapeElement::Cylinder:
{
Copying //UE4/Dev-Frame to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2775736 on 2015/11/20 by Richard.Hinckley Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately. #codereview michael.noland Change 2776352 on 2015/11/20 by Zak.Middleton #ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics. #rb Marc.Audy, Ori.Cohen #codereview James.Golding Change 2776401 on 2015/11/20 by Mieszko.Zielinski Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4 The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality #jira UE-23705 #rb Lukasz.Furman Change 2777450 on 2015/11/23 by Martin.Wilson Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime #rb Thomas.Sarkanen Change 2777698 on 2015/11/23 by Mieszko.Zielinski Gameplay debugging tools fixes #UE4 Fixes: - made newly added logs respect Log Visualizer's filters - added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found. - fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed. In addition - while at it removed bunch of 'auto' and 'class' keywords from the files I've touched #rb Lukasz.Furman Change 2777762 on 2015/11/23 by Mieszko.Zielinski Removed BlackboardComponent's functionality deprecated since 4.7 #UE4 #rb Lukasz.Furman Change 2777839 on 2015/11/23 by Zak.Middleton #ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function. #rb Laurent.Delayen Change 2777840 on 2015/11/23 by Zak.Middleton #ue4 - Fix up uses of library math functions to go through our FMath namespace. #rb Laurent.Delayen Change 2778287 on 2015/11/23 by Stan.Melax deprecation of FCollisionQueryParams(bool) See 2774707 description for the whole story #OR-9936 #codereview marc.audy Changes to kite will have to be in a separate check-in I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299 Change 2778507 on 2015/11/23 by Marc.Audy Eliminate spurious cook warnings for known missing packages #rb Michael.Noland Change 2778546 on 2015/11/23 by Aaron.McLeran Moving occlusion feature settings from audio component to sound attenuation settings struct. - Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there. - Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be) #rb Zak.Middleton Change 2778664 on 2015/11/23 by Zak.Middleton #ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc. #rb Aaron.Mcleran #codereview Frank.Gigliotti Change 2779335 on 2015/11/24 by Mieszko.Zielinski Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4 Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis. #rb Lukasz.Furman Change 2779338 on 2015/11/24 by Benn.Gallagher Fixed crash in Persona when focus is taken from a different window #jira UE-22516 #rb Ben.Cosh Change 2779375 on 2015/11/24 by Benn.Gallagher Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire. #rb Ori.Cohen Change 2779753 on 2015/11/24 by Zak.Middleton #ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version. #rb Brian.Karis Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
static const float DefaultCylinderHeight = 50.f;
const FVector EndLocation = ensure(Shape.Points.Num() > 1) ? Shape.Points[1] : (Shape.Points[0] + FVector::UpVector * DefaultCylinderHeight);
DrawDebugCylinder(World, Shape.Points[0], Shape.Points[1], Shape.ThicknesOrRadius, 16, Shape.GetFColor());
}
Copying //UE4/Dev-Frame to //UE4/Main #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2775736 on 2015/11/20 by Richard.Hinckley Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately. #codereview michael.noland Change 2776352 on 2015/11/20 by Zak.Middleton #ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics. #rb Marc.Audy, Ori.Cohen #codereview James.Golding Change 2776401 on 2015/11/20 by Mieszko.Zielinski Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4 The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality #jira UE-23705 #rb Lukasz.Furman Change 2777450 on 2015/11/23 by Martin.Wilson Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime #rb Thomas.Sarkanen Change 2777698 on 2015/11/23 by Mieszko.Zielinski Gameplay debugging tools fixes #UE4 Fixes: - made newly added logs respect Log Visualizer's filters - added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found. - fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed. In addition - while at it removed bunch of 'auto' and 'class' keywords from the files I've touched #rb Lukasz.Furman Change 2777762 on 2015/11/23 by Mieszko.Zielinski Removed BlackboardComponent's functionality deprecated since 4.7 #UE4 #rb Lukasz.Furman Change 2777839 on 2015/11/23 by Zak.Middleton #ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function. #rb Laurent.Delayen Change 2777840 on 2015/11/23 by Zak.Middleton #ue4 - Fix up uses of library math functions to go through our FMath namespace. #rb Laurent.Delayen Change 2778287 on 2015/11/23 by Stan.Melax deprecation of FCollisionQueryParams(bool) See 2774707 description for the whole story #OR-9936 #codereview marc.audy Changes to kite will have to be in a separate check-in I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299 Change 2778507 on 2015/11/23 by Marc.Audy Eliminate spurious cook warnings for known missing packages #rb Michael.Noland Change 2778546 on 2015/11/23 by Aaron.McLeran Moving occlusion feature settings from audio component to sound attenuation settings struct. - Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there. - Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be) #rb Zak.Middleton Change 2778664 on 2015/11/23 by Zak.Middleton #ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc. #rb Aaron.Mcleran #codereview Frank.Gigliotti Change 2779335 on 2015/11/24 by Mieszko.Zielinski Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4 Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis. #rb Lukasz.Furman Change 2779338 on 2015/11/24 by Benn.Gallagher Fixed crash in Persona when focus is taken from a different window #jira UE-22516 #rb Ben.Cosh Change 2779375 on 2015/11/24 by Benn.Gallagher Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire. #rb Ori.Cohen Change 2779753 on 2015/11/24 by Zak.Middleton #ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version. #rb Brian.Karis Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
break;
}
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawNavMeshSnapshot(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (DebugComponent && DebugComponent->NavmeshRepData.Num())
{
UGameplayDebuggingControllerComponent* GDC = PC ? PC->FindComponentByClass<UGameplayDebuggingControllerComponent>() : NULL;
FString NextUpdateDesc;
if (GDC)
{
const float TimeLeft = GDC->GetUpdateNavMeshTimeRemaining();
NextUpdateDesc = FString::Printf(TEXT(", next update: {yellow}%.1fs"), TimeLeft);
}
PrintString(DefaultContext, FString::Printf(TEXT("\n\n{green}Showing NavMesh (%.1fkB)%s\n"),
DebugComponent->NavmeshRepData.Num() / 1024.0f, *NextUpdateDesc));
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
//////////////////////////////////////////////////////////////////////////
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FString& InString )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
class FParserHelper
{
enum TokenType
{
OpenTag,
CloseTag,
NewLine,
EndOfString,
RegularChar,
Tab
};
enum Tag
{
DefinedColor,
OtherColor,
ErrorTag,
};
uint8 ReadToken()
{
uint8 OutToken = RegularChar;
TCHAR ch = Index < DataString.Len() ? DataString[Index] : '\0';
switch(ch)
{
case '\0':
OutToken = EndOfString;
break;
case '{':
OutToken = OpenTag;
Index++;
break;
case '}':
OutToken = CloseTag;
Index++;
break;
case '\n':
OutToken = NewLine;
Index++;
break;
case '\t':
OutToken = Tab;
Index++;
break;
default:
OutToken = RegularChar;
break;
}
return OutToken;
}
uint32 ParseTag( FString& OutData )
{
FString TagString;
int32 OryginalIndex = Index;
uint8 token = ReadToken();
while (token != EndOfString && token != CloseTag)
{
if (token == RegularChar)
{
TagString.AppendChar(DataString[Index++]);
}
token = ReadToken();
}
int OutTag = ErrorTag;
if (token != CloseTag)
{
Index = OryginalIndex;
OutData = FString::Printf( TEXT("{%s"), *TagString);
OutData.AppendChar(DataString[Index-1]);
return OutTag;
}
if (GColorList.IsValidColorName(*TagString.ToLower()))
{
OutTag = DefinedColor;
OutData = TagString;
}
else
{
FColor Color;
if (Color.InitFromString(TagString))
{
OutTag = OtherColor;
OutData = TagString;
}
else
{
OutTag = ErrorTag;
OutData = FString::Printf( TEXT("{%s"), *TagString);
OutData.AppendChar(DataString[Index-1]);
}
}
//Index++;
return OutTag;
}
struct StringNode
{
FString String;
FColor Color;
bool bNewLine;
StringNode() : Color(FColor::White), bNewLine(false) {}
};
int32 Index;
FString DataString;
public:
TArray<StringNode> Strings;
void ParseString(const FString& StringToParse)
{
Index = 0;
DataString = StringToParse;
Strings.Add(StringNode());
if (Index >= DataString.Len())
return;
uint8 Token = ReadToken();
while (Token != EndOfString)
{
switch (Token)
{
case RegularChar:
Strings[Strings.Num()-1].String.AppendChar( DataString[Index++] );
break;
case NewLine:
Strings.Add(StringNode());
Strings[Strings.Num()-1].bNewLine = true;
Strings[Strings.Num()-1].Color = Strings[Strings.Num()-2].Color;
break;
case EndOfString:
break;
case Tab:
{
const FString TabString(TEXT(" "));
Strings[Strings.Num()-1].String.Append(TabString);
static bool sbTest = false;
if (sbTest)
{
Index++;
}
break;
}
case OpenTag:
{
FString OutData;
switch (ParseTag(OutData))
{
case DefinedColor:
{
int32 i = Strings.Add(StringNode());
Strings[i].Color = GColorList.GetFColorByName(*OutData.ToLower());
}
break;
case OtherColor:
{
FColor NewColor;
if (NewColor.InitFromString( OutData ))
{
int32 i = Strings.Add(StringNode());
Strings[i].Color = NewColor;
break;
}
}
default:
Strings[Strings.Num()-1].String += OutData;
break;
}
}
break;
}
Token = ReadToken();
}
}
};
FParserHelper Helper;
Helper.ParseString( InString );
float YMovement = 0;
float XL = 0.f, YL = 0.f;
CalulateStringSize(Context, Context.Font, TEXT("X"), XL, YL);
for (int32 Index=0; Index < Helper.Strings.Num(); ++Index)
{
if (Index > 0 && Helper.Strings[Index].bNewLine)
{
if (Context.Canvas != NULL && YMovement + Context.CursorY > Context.Canvas->ClipY)
{
Context.DefaultX += Context.Canvas->ClipX / 2;
Context.CursorX = Context.DefaultX;
Context.CursorY = Context.DefaultY;
YMovement = 0;
}
YMovement += YL;
Context.CursorX = Context.DefaultX;
}
const FString Str = Helper.Strings[Index].String;
if (Str.Len() > 0 && Context.Canvas != NULL)
{
float SizeX, SizeY;
CalulateStringSize(Context, Context.Font, Str, SizeX, SizeY);
FCanvasTextItem TextItem( FVector2D::ZeroVector, FText::FromString(Str), Context.Font, FLinearColor::White );
if (Context.FontRenderInfo.bEnableShadow)
{
TextItem.EnableShadow( FColor::Black, FVector2D( 1, 1 ) );
}
TextItem.SetColor(Helper.Strings[Index].Color);
DrawItem( Context, TextItem, Context.CursorX, YMovement + Context.CursorY );
Context.CursorX += SizeX;
}
}
Context.CursorY += YMovement;
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
PrintString(Context, FString::Printf(TEXT("{%s}%s"), *InColor.ToString(), *InString));
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString, float X, float Y )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
const float OldX = Context.CursorX, OldY = Context.CursorY;
const float OldDX = Context.DefaultX, OldDY = Context.DefaultY;
Context.DefaultX = Context.CursorX = X;
Context.DefaultY = Context.CursorY = Y;
PrintString(Context, InColor, InString);
Context.CursorX = OldX;
Context.CursorY = OldY;
Context.DefaultX = OldDX;
Context.DefaultY = OldDY;
#endif
}
void AGameplayDebuggingHUDComponent::CalulateStringSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FString& InString, float& OutX, float& OutY )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
FString String = InString;
const FRegexPattern ElementRegexPattern(TEXT("\\{.*?\\}"));
FRegexMatcher ElementRegexMatcher(ElementRegexPattern, String);
while (ElementRegexMatcher.FindNext())
{
int32 AttributeListBegin = ElementRegexMatcher.GetCaptureGroupBeginning(0);
int32 AttributeListEnd = ElementRegexMatcher.GetCaptureGroupEnding(0);
String.RemoveAt(AttributeListBegin, AttributeListEnd - AttributeListBegin);
ElementRegexMatcher = FRegexMatcher(ElementRegexPattern, String);
}
OutX = OutY = 0;
if (DefaultContext.Canvas != NULL)
{
DefaultContext.Canvas->StrLen(Font != NULL ? Font : DefaultContext.Font, String, OutX, OutY);
}
#endif
}
void AGameplayDebuggingHUDComponent::CalulateTextSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FText& InText, float& OutX, float& OutY)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
CalulateStringSize(DefaultContext, Font, InText.ToString(), OutX, OutY);
#endif
}
FVector AGameplayDebuggingHUDComponent::ProjectLocation(const AGameplayDebuggingHUDComponent::FPrintContext& Context, const FVector& Location)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (Context.Canvas != NULL)
{
return Context.Canvas->Project(Location);
}
#endif
return FVector();
}
void AGameplayDebuggingHUDComponent::DrawItem(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, class FCanvasItem& Item, float X, float Y )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (DefaultContext.Canvas)
{
DefaultContext.Canvas->DrawItem( Item, FVector2D( X, Y ) );
}
#endif
}
void AGameplayDebuggingHUDComponent::DrawIcon(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, const FColor& InColor, const FCanvasIcon& Icon, float X, float Y, float Scale)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (DefaultContext.Canvas)
{
DefaultContext.Canvas->SetDrawColor(InColor);
DefaultContext.Canvas->DrawIcon(Icon, X, Y, Scale);
}
#endif
}