2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-10-27 07:57:32 -04:00
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#include "NativeCodeGenerationTool.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "Input/Reply.h"
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#include "Misc/Paths.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/SWindow.h"
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#include "Widgets/Text/STextBlock.h"
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2014-11-12 04:58:53 -05:00
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#include "Engine/BlueprintGeneratedClass.h"
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#include "Engine/UserDefinedEnum.h"
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#include "Engine/UserDefinedStruct.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "Editor.h"
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#include "Widgets/Layout/SBorder.h"
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#include "HAL/FileManager.h"
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#include "Misc/FileHelper.h"
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#include "Misc/ScopedSlowTask.h"
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#include "Misc/App.h"
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#include "Modules/ModuleManager.h"
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#include "Widgets/Layout/SBox.h"
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#include "Widgets/Input/SMultiLineEditableTextBox.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Notifications/SErrorText.h"
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#include "EditorStyleSet.h"
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2015-03-23 14:35:43 -04:00
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#include "SourceCodeNavigation.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "DesktopPlatformModule.h"
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#include "IBlueprintCompilerCppBackendModule.h"
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2015-09-06 07:59:37 -04:00
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#include "BlueprintNativeCodeGenUtils.h"
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2015-07-22 06:25:54 -04:00
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//#include "Editor/KismetCompiler/Public/BlueprintCompilerCppBackendInterface.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "BlueprintCompilerCppBackendGatherDependencies.h"
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2015-09-29 07:32:02 -04:00
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#include "KismetCompilerModule.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "Widgets/Input/SDirectoryPicker.h"
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
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#include "SourceCodeNavigation.h"
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2014-10-27 07:57:32 -04:00
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#define LOCTEXT_NAMESPACE "NativeCodeGenerationTool"
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2015-03-23 14:35:43 -04:00
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//
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// THE CODE SHOULD BE MOVED TO GAMEPROJECTGENERATION
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//
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2014-10-27 07:57:32 -04:00
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struct FGeneratedCodeData
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{
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2015-03-23 14:35:43 -04:00
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FGeneratedCodeData(UBlueprint& InBlueprint)
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: Blueprint(&InBlueprint)
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{
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FName GeneratedClassName, SkeletonClassName;
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InBlueprint.GetBlueprintClassNames(GeneratedClassName, SkeletonClassName);
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ClassName = GeneratedClassName.ToString();
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2015-10-02 12:42:26 -04:00
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IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
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BaseFilename = CodeGenBackend.ConstructBaseFilename(&InBlueprint);
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2014-10-27 07:57:32 -04:00
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2015-03-23 14:35:43 -04:00
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GatherUserDefinedDependencies(InBlueprint);
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2014-10-27 07:57:32 -04:00
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}
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FString TypeDependencies;
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FString ErrorString;
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FString ClassName;
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2015-09-21 17:15:50 -04:00
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FString BaseFilename;
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2015-03-23 14:35:43 -04:00
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TWeakObjectPtr<UBlueprint> Blueprint;
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2015-09-06 07:59:37 -04:00
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TSet<UField*> DependentObjects;
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2015-09-29 07:32:02 -04:00
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TSet<UBlueprintGeneratedClass*> UnconvertedNeededClasses;
|
2014-10-27 07:57:32 -04:00
|
|
|
|
2015-04-09 15:23:52 -04:00
|
|
|
void GatherUserDefinedDependencies(UBlueprint& InBlueprint)
|
2014-10-27 07:57:32 -04:00
|
|
|
{
|
2015-09-06 07:59:37 -04:00
|
|
|
FGatherConvertedClassDependencies ClassDependencies(InBlueprint.GeneratedClass);
|
|
|
|
|
for (auto Iter : ClassDependencies.ConvertedClasses)
|
2014-10-27 07:57:32 -04:00
|
|
|
{
|
2015-09-06 07:59:37 -04:00
|
|
|
DependentObjects.Add(Iter);
|
2015-09-08 06:44:17 -04:00
|
|
|
}
|
2015-09-06 07:59:37 -04:00
|
|
|
for (auto Iter : ClassDependencies.ConvertedStructs)
|
2015-09-08 06:44:17 -04:00
|
|
|
{
|
2015-09-06 07:59:37 -04:00
|
|
|
DependentObjects.Add(Iter);
|
2015-09-08 06:44:17 -04:00
|
|
|
}
|
2015-09-06 07:59:37 -04:00
|
|
|
for (auto Iter : ClassDependencies.ConvertedEnum)
|
2015-09-08 06:44:17 -04:00
|
|
|
{
|
2015-09-06 07:59:37 -04:00
|
|
|
DependentObjects.Add(Iter);
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
|
2015-09-29 07:32:02 -04:00
|
|
|
if (DependentObjects.Num())
|
|
|
|
|
{
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
|
|
|
TypeDependencies = LOCTEXT("ConvertedDependencies", "Detected Dependencies:\n").ToString();
|
2015-09-29 07:32:02 -04:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
|
|
|
TypeDependencies = LOCTEXT("NoConvertedAssets", "No dependencies found.\n").ToString();
|
2015-09-29 07:32:02 -04:00
|
|
|
}
|
|
|
|
|
|
2015-09-06 07:59:37 -04:00
|
|
|
for (auto Obj : DependentObjects)
|
2015-09-08 06:44:17 -04:00
|
|
|
{
|
|
|
|
|
TypeDependencies += FString::Printf(TEXT("%s \t%s\n"), *Obj->GetClass()->GetName(), *Obj->GetPathName());
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
2015-07-22 06:25:54 -04:00
|
|
|
DependentObjects.Add(InBlueprint.GeneratedClass);
|
2014-10-27 07:57:32 -04:00
|
|
|
|
2015-09-29 07:32:02 -04:00
|
|
|
bool bUnconvertedHeader = false;
|
|
|
|
|
for (auto Asset : ClassDependencies.Assets)
|
2014-10-27 07:57:32 -04:00
|
|
|
{
|
2015-09-29 07:32:02 -04:00
|
|
|
if (auto BPGC = Cast<UBlueprintGeneratedClass>(Asset))
|
|
|
|
|
{
|
|
|
|
|
UnconvertedNeededClasses.Add(BPGC);
|
|
|
|
|
if (!bUnconvertedHeader)
|
|
|
|
|
{
|
|
|
|
|
bUnconvertedHeader = true;
|
2015-12-10 16:56:55 -05:00
|
|
|
TypeDependencies += LOCTEXT("NoConvertedDependencies", "\nUnconverted Dependencies, that require a warpper struct:\n").ToString();
|
2015-09-29 07:32:02 -04:00
|
|
|
}
|
|
|
|
|
TypeDependencies += FString::Printf(TEXT("%s \t%s\n"), *BPGC->GetClass()->GetName(), *BPGC->GetPathName());
|
|
|
|
|
}
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static FString DefaultHeaderDir()
|
|
|
|
|
{
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
|
|
|
auto DefaultSourceDir = FPaths::ConvertRelativePathToFull(FPaths::GameIntermediateDir());
|
|
|
|
|
return FPaths::Combine(*DefaultSourceDir, TEXT("NativizationTest"), TEXT("Public"));
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static FString DefaultSourceDir()
|
|
|
|
|
{
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
|
|
|
auto DefaultSourceDir = FPaths::ConvertRelativePathToFull(FPaths::GameIntermediateDir());
|
|
|
|
|
return FPaths::Combine(*DefaultSourceDir, TEXT("NativizationTest"), TEXT("Private"));
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FString HeaderFileName() const
|
|
|
|
|
{
|
2015-09-21 17:15:50 -04:00
|
|
|
return BaseFilename + TEXT(".h");
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FString SourceFileName() const
|
|
|
|
|
{
|
2015-09-21 17:15:50 -04:00
|
|
|
return BaseFilename + TEXT(".cpp");
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Save(const FString& HeaderDirPath, const FString& CppDirPath)
|
|
|
|
|
{
|
2015-03-23 14:35:43 -04:00
|
|
|
if (!Blueprint.IsValid())
|
|
|
|
|
{
|
|
|
|
|
ErrorString += LOCTEXT("InvalidBlueprint", "Invalid Blueprint\n").ToString();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
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const int WorkParts = 3 +(4 * DependentObjects.Num());
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2015-07-22 06:25:54 -04:00
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FScopedSlowTask SlowTask(WorkParts, LOCTEXT("GeneratingCppFiles", "Generating C++ files.."));
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SlowTask.MakeDialog();
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IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
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2015-03-23 14:35:43 -04:00
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TArray<FString> CreatedFiles;
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2016-10-27 20:37:57 -04:00
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//for(auto Obj : DependentObjects)
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UObject* Obj = Blueprint->GeneratedClass;
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{
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SlowTask.EnterProgressFrame();
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TSharedPtr<FString> HeaderSource(new FString());
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TSharedPtr<FString> CppSource(new FString());
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3235800)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3194900 on 2016/11/11 by Ryan.Rauschkolb
Fixed issue where Reroute node pins weren't mirroring data properly.
#jira UE-33717
Change 3195081 on 2016/11/11 by Dan.Oconnor
This @todo was addressed
Change 3196368 on 2016/11/14 by Maciej.Mroz
Results of FBlueprintNativeCodeGenModule::IsTargetedForReplacement are cashed - optimization (cooking time).
Change 3196369 on 2016/11/14 by Maciej.Mroz
CompileDisplaysBinaryBackend, CompileDisplaysTextBackend and bDisplaysLayout features (in [Kismet] in Engine.ini) are disabled in commandlets. They slow down BP compilation.
Change 3196398 on 2016/11/14 by Ben.Cosh
Reworked the tracking of latent and expansion event tracking in the blueprint compiler for use with the blueprint profiler.
#Jira - UE-37364 - Crash: PIE with instrumented PlayerPawn_Generic added to AITestbed scene
#Proj BlueprintProfiler, KismetCompiler. BlueprintGraph, Engine
Change 3196410 on 2016/11/14 by Maciej.Mroz
Fixed crash in UK2Node_Knot::PropagatePinTypeFromInput
Change 3196852 on 2016/11/14 by Maciej.Mroz
Fixed static analysis warning.
Change 3196874 on 2016/11/14 by Maciej.Mroz
#jira UE-37778
(the issue was already fixed, but it was reintroduced, when EDL support was added).
ObjectImport->XObject is not filled prematurelly, so CreateExport is properly called each dynamic class.
Change 3197469 on 2016/11/14 by Dan.Oconnor
Fix for being able to make Sets and Maps of user defined structs that contained unhashable types (e.g. Rotator)
Change 3197703 on 2016/11/14 by Dan.Oconnor
Updated documentation comment to reflect current behavior
Change 3198167 on 2016/11/15 by Maciej.Mroz
Merged 3196582 from Dev-Core
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3198433 on 2016/11/15 by Ryan.Rauschkolb
Fixed Copy/pasting variable nodes hides them from a reference search
#UE-31606
Change 3198811 on 2016/11/15 by Maciej.Mroz
Fixed Knot node - it will use/propagate the type from input connection, if it's possible (intstead of the type from output connection).
Change 3198866 on 2016/11/15 by Maciej.Mroz
#jira UE-38578
Fixed infinite loading of DynamicClass in EDL.
Change 3199045 on 2016/11/15 by Phillip.Kavan
[UE-27402] Fix attached Actor-based Blueprint instance root component relative transform values after reconstruction.
change summary:
- modified FActorComponentInstanceData's ctor to exclude relative transform properties when caching root component values.
#jira UE-27402
Change 3200703 on 2016/11/16 by Mike.Beach
Marking the ease node explicitly as pure, which makes it so we can prune it from graphs when it is unused.
#jira UE-38453
Change 3201115 on 2016/11/16 by Maciej.Mroz
Nativization + EDL: "Dynamic" objects are processed by FAsyncPackage::PostLoadDeferredObjects, so the EInternalObjectFlags::AsyncLoading flag is properly cleared.
Change 3201749 on 2016/11/17 by Maciej.Mroz
In EDL a package containig a dynamic class has PKG_CompiledIn flag (the same like without EDL).
Change 3202577 on 2016/11/17 by Mike.Beach
Accounting for a change in our intermediate node mapping - the old list no longer maps expanded nodes to macro instances (instead it maps to the corresponding node in the macro graph), so we had to use a new mapping meant for this.
#jira UE-35609
Change 3204803 on 2016/11/18 by Phillip.Kavan
[UE-38607] Implicitly turn on Blueprint class nativization for dependencies.
change summary:
- added a UBlueprint::PostEditChangeProperty() override method to handle this.
#jira UE-38607
Change 3204812 on 2016/11/18 by Phillip.Kavan
[UE-38580] Implicitly turn on the "nativize" project setting when enabling nativize for any Blueprint class.
change summary:
- modified UBlueprint::PostEditChangeProperty() to update project packaging settings if necessary
#jira UE-38580
Change 3204818 on 2016/11/18 by Phillip.Kavan
[UE-38725] Interface class dependencies that are not enabled for nativization will now raise an error during nativized cooks.
change summary:
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to check interface class dependencies in addition to parent class dependencies.
#jira UE-38725
Change 3204963 on 2016/11/18 by Dan.Oconnor
Create a transaction when using UBlueprintFunctionNodeSpawner* directly
#jira UE-36439
Change 3206510 on 2016/11/21 by Mike.Beach
Adding math-expression aliases for dot and cross functions ("dot" and "cross" respectively).
#jira UEBP-71
Change 3206547 on 2016/11/21 by Mike.Beach
Exposing GetReflectionVector() to Blueprints.
#jira UEBP-70
Change 3206658 on 2016/11/21 by Dan.Oconnor
Fix for compile error, digging out authorative class from trash class.
Mirror of 3206638 from Odin
#jira None
Change 3207579 on 2016/11/22 by Mike.Beach
No longer enforcing the requirement that game UFunctions have to have a category (making writing of game code easier).
#jira UE-18093
Change 3207956 on 2016/11/22 by Phillip.Kavan
[UE-38690] Fix a regression in which nested scene component subobjects would no longer be registered after construction of an instance-added component in IWCE.
change summary:
- modified the IWCE path in SSCSEditor::AddNewComponent() to ensure that any components added as a result of instancing the newly-added component are also registered.
- modified AActor::ExecuteConstruction() to ensure that non-scene, native nested component subobjects that might be created as a result of SCS execution are also registered (previously it was only considering non-scene components that were explicitly created by the SCS, or that inherited the creation method of the instance that created it).
#jira UE-38690
Change 3208217 on 2016/11/22 by Mike.Beach
Modified fix (originally from Ryan.Rauschkolb, CL 3186023):
Fixed unable to set struct variable name if name includes space
#jira UE-28435
Change 3208347 on 2016/11/22 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3208688 on 2016/11/23 by Ben.Cosh
Made a minor change that forces debugging references to the PIE world when the play in editor world is changed. This is intended to better handle mutliple game instance/world debugging scenarios.
#Jira UE-26386 - Can't hit breakpoints in blueprints for level script for server instances
#Proj Engine, UnrealEd
Change 3208712 on 2016/11/23 by Ben.Cosh
Improved handling of unwired transform struct terminal expression's in the blueprint VM compiler to remove an errant warning.
#Jira UE-32401 - "ImportText: Missing opening parenthesis" message, when a function returns Transform
#Proj KismetCompiler
Change 3209457 on 2016/11/23 by Phillip.Kavan
[UE-30479] Fix inability to edit the ISMC instance array on Actor instances when the ISMC is inherited from a Blueprint class.
change summary:
- added PPF_ForceTaggedSerialization as a means to override the CPF_SkipSerialization flag when explicit serialization of the property value is needed
- modified UProperty::ShouldSerializeValue() to check for and handle the PPF_ForceTaggedSerialization flag when the CPF_SkipSerialization flag is present
- modified UActorComponent::DetermineUCSModifiedProperties() to add the PPF_ForceTaggedSerialization flag to the custom FArchive impl
- modified FActorComponentInstanceData::FActorComponentInstanceData() to add the PPF_ForceTaggedSerialization flag to the custom FObjectWriter impl
- modified FActorComponentInstanceData::ApplyToComponent() to add the PPF_ForceTaggedSerialization flag to the custom FObjectReader impl
#jira UE-30479
Change 3209758 on 2016/11/24 by Maciej.Mroz
#jira UE-38979
Nativization: fixed error when a BP implements a native interface.
FBlueprintNativeCodeGenModule::IsTargetedForReplacement will return "DontReplace" for native class.
Change 3210376 on 2016/11/25 by Maciej.Mroz
#jira UE-39028
Fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Components in nativized BPCG SCS have replaced outer object and name while cooking.
Change 3210936 on 2016/11/28 by Phillip.Kavan
Minor revision to try and avoid a potentially expensive Contains() call when possible.
Change 3211527 on 2016/11/28 by Maciej.Mroz
Fixed map of names cooked in packages in nativized build.
Change 3211969 on 2016/11/28 by Mike.Beach
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3212328 on 2016/11/28 by Dan.Oconnor
Enum, pointer and arithmetic specializations for THasGetTypeHash, as VC doesn't detect them properly.
TIsEnum moved to its own header. Submitted on behalf of steve.robb
Change 3212398 on 2016/11/28 by Dan.Oconnor
Build fix, this function is part of another change
Change 3212442 on 2016/11/28 by Dan.Oconnor
UHT now supports structs in TMap and TSet, misc. fixes to PropertyStruct's PropertyFlags detecting whether the struct type is hashable (all HasGetTypeHash flags are now computed from THasGetTypeHash). Various fixes for generating TMap/TSet code from blueprints
Change 3212578 on 2016/11/28 by Dan.Oconnor
Rename RegisterClass to avoid collsion with RegistClass macro in generated code
Change 3213668 on 2016/11/29 by Dan.Oconnor
Fix for missing CDO when instatiating some subobjects in nativized BPs
#jira UE-34980
Change 3213737 on 2016/11/29 by Dan.Oconnor
Added GetTypeHash implementation to UEnumProperty
#jira UE-39091
Change 3215225 on 2016/11/30 by Maciej.Mroz
Bunch of changes required for nativized Orion to work with EDL.
- ClientOnly, ServerOnly and EditorOnly assets are properly distinguished and handled
- Introduced FCompilerNativizationOptions
- fixed inproper references to BP instead of BPGC
- fixed generated delegate name
- hack for DefaultRootNode UE-39168
- improved NativeCodeGenrationTool
- various minor improvements
Change 3216363 on 2016/11/30 by Dan.Oconnor
Better fix for discrepency between UUserDefinedEnum::GetEnumText and UEnum::GetEnumText. Without meta data we could not look up display names, so I'm writing out the display names into a function in the BP cpp backend. This function could be generated by UHT if we wanted to correct this odd behavior for native enums
#jira UE-27735
Change 3217168 on 2016/12/01 by Maciej.Mroz
#jira UE-35390
Nativization:
Fixed compilation warning C4458: declaration of 'CurrentState' hides class member
Disabled warning C4996 (deprecated) in nativized code.
Change 3217320 on 2016/12/01 by Phillip.Kavan
[UE-38652] Selecting Blueprint assets for nativization is now integrated into the project's configuration.
change summary:
- added EProjectPackagingBlueprintNativizationMethod
- deprecated the 'bNativizeBlueprintAssets' and 'bNativizeOnlySelectedBlueprints' flags in favor of a new 'BlueprintNativizationMethod' config property in UProjectPackagingSettings
- added a new 'NativizeBlueprintAssets' config property to UProjectPackagingSettings to track/store the list of Blueprints to be nativized when the exclusive method (whitelist) is selected
- added a PostInitProperties() override to UProjectPackagingSettings; implemented to migrate from the deprecated config properties to the new method enum type
- updated FMainFrameActionCallbacks::PackageProject() to migrate to checking the enum type
- updated FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to migrate to checking the enum type
- modified UProjectPackagingSettings::CanEditChange() to enable editing of the nativization whitelist only when the "exclusive" method is active
- modified UProjectPackagingSettings::PostEditChangeProperty() to add a new case for handling changes to the whitelist; changes are propagated to any Blueprint assets that are loaded
- added new Add/RemoveBlueprintAssetFromNativizationList() APIs to UProjectPackagingSettings for assisting with adding/removing Blueprint assets to/from the exclusive list (whitelist)
- deprecated the 'bNativize' flag in UBlueprint in favor of a new transient 'bSelectedForNativization' flag that is no longer serialized; this now caches whether or not the asset is present in the whitelist in the project config
- modified UBlueprint::Serialize() to both migrate from the deprecated flag to the project config/transient flag on load, as well as to propagate the value of the transient flag back to the project config on save. this means that if the user changes the value of the transient flag through the Details view, that change won't be reflected back to the project config until the Blueprint is actually saved (saving the value to the config rather than serializing to the asset)
- modified UBlueprint::PostEditChangeProperty() to remove code that was previously updating the project configuration at edit time. this functionality has been relocated to Serialize() (save time) instead.
notes:
- also completes UE-38636 (task: consolidate config options into a single drop-down)
#jira UE-38652
Change 3218124 on 2016/12/01 by Dan.Oconnor
CPF_HasGetValueTypeHash flag was not set on native UEnumProperties
#jira UE-39181
Change 3218168 on 2016/12/01 by Phillip.Kavan
Fix local var name that shadows a function param (CIS fix).
Change 3219117 on 2016/12/02 by Maciej.Mroz
#jira UE-39241 "warning C4458: declaration of XXX hides class member" In Nativized Code
Nativization:
Fixed compilation warning C4458: when local function variable hides a class variable. Names of local variables in funvtions have prefix "bpfv__".
Change 3219201 on 2016/12/02 by Mike.Beach
Keeping the "Select All Input Nodes" option from infinitely recurssing by blocking on nodes it has already selected.
#jira UE-38988
Change 3219247 on 2016/12/02 by Mike.Beach
Fixing CIS shadow variable warning from my last check in (CL 3219201).
Change 3219332 on 2016/12/02 by Maciej.Mroz
#jira HeaderParser: "private:" specifier is lost in FGameplayTag::TagName
Workaround for UE-38231
Change 3219381 on 2016/12/02 by Mike.Beach
Accounting for cyclic compile issues in cast-node's validate function, making it check the authoratative class instead of the current type. Also down grading some of the warnings to notes (suggesting the users don't need the cast).
#jira UE-39272
Change 3220224 on 2016/12/02 by Dan.Oconnor
Reduce font size for compact nodes
Change 3220476 on 2016/12/03 by Maciej.Mroz
#jira UE-35390
Better fix for UE-35390
Disabled deprecation warnings in nativized code.
Change 3221637 on 2016/12/05 by Maciej.Mroz
#jira UEBP-245
Nativization:
Forced ImportCreation while InitialLoad for DynamicClasses.
Change 3222306 on 2016/12/05 by Dan.Oconnor
Support for default values of TMap and TSet local variables
#jira UE-39239
Change 3222383 on 2016/12/05 by Dan.Oconnor
Fixed bug in Blueprint TMap function for getting values out of a TMap
Change 3222427 on 2016/12/05 by Mike.Beach
Preventing ChildActorTemplate fixups from occuring on component load, when they may instead be a placeholder object (a byproduct of deferred Blueprint loading - a guard against cyclic load problems).
#jira UE-39323
Change 3222679 on 2016/12/05 by Dan.Oconnor
Remove unused code. Had no sideeffects, other than potential for leak when struct with non-trivial dtor was allocated here.
Change 3222719 on 2016/12/05 by Dan.Oconnor
Earlier detection of invalid native map/set properties. These generate a compile error if any TMap/TSet functions are used, but will slip by undetected if not used. Working on static assert to catch them.
#jira UE-39338
Change 3224375 on 2016/12/06 by Dan.Oconnor
Add tags for testing of array diffing
Change 3224507 on 2016/12/07 by Phillip.Kavan
[UE-39055] Fix a crash caused by an object name collision that could occur when loading some older Blueprint assets.
change summary:
- added UInheritableComponentHandler::FixComponentTemplateName()
- modified UInheritableComponentHandler::PostLoad() to check for and correct stale records that cause a collision with the corrected name
- added a UInheritableComponentHandler::Serialize() override to ensure that UsingCustomVersion() is called for the asset containing the ICH (already happening in UBlueprint::Serialize(), but added for consistency with other usage)
- modified USimpleConstructionScript::Serialize() to ensure that UsingCustomVersion() is called for the asset containing the SCS (same reason as above)
#jira UE-39055
Change 3225572 on 2016/12/07 by Samuel.Proctor
Test assets for TSet/TMap testing. Includes new native class for testing containers. #rb none
Change 3225577 on 2016/12/07 by Samuel.Proctor
New test map for Array, TSet and Tmap testing.
Change 3226281 on 2016/12/07 by Dan.Oconnor
Container test asset, needs to be in p4 for diff tool tests.
Change 3226345 on 2016/12/07 by Dan.Oconnor
Another revision of test data
Change 3228496 on 2016/12/09 by Ben.Cosh
This change adds extra information to component template arrays so that the component class can be determined in builds that strip out objects of certain class types such as the editor dedicated server build.
#Jira UE-38842 - "LogBlueprint:Error: [Compiler BP_Skybox_World_RandomTrees_01] Error Can't connect pins ReturnValue and Target" after entering a lobby in a synced server
#Proj KismetCompiler, BlueprintGraph, UnrealEd, Core, Engine, Kismet, BlueprintCompilerCppBackend
Change 3230120 on 2016/12/09 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Change 3230700 on 2016/12/12 by Samuel.Proctor
Removing some array test properties from container test class that were not needed. Also updated struct element to better reflect testing purpose. #rb none
Change 3230926 on 2016/12/12 by Samuel.Proctor
Missed a file on previous container test native QA asset checkin. #rb none
Change 3231246 on 2016/12/12 by Dan.Oconnor
PR #3003: New Feature: In-editor diff of arrays and structs now highlights diff. (Contributed by CA-ADuran).
I've added TSet and TMap support as well.
Change 3231311 on 2016/12/12 by Dan.Oconnor
Handle class load failure
#jira UE-39480
Change 3231387 on 2016/12/12 by Dan.Oconnor
Shadow variable fixes
Change 3231501 on 2016/12/12 by Dan.Oconnor
More shadow fixes
Change 3231584 on 2016/12/12 by Maciej.Mroz
#jira UE-39636
Replaced obsolate macro usage.
#fyi Dan.Oconnor
Change 3231685 on 2016/12/12 by Mike.Beach
PR #3032: Fixed category for IsValidIndex (Contributed by elFarto)
#jira UE-39660
Change 3231689 on 2016/12/12 by Maciej.Mroz
Nativization: Fixed Dependency list generation.
Change 3231765 on 2016/12/12 by Phillip.Kavan
[UE-38903] Auto-enable exclusive Blueprint nativization only after explicitly selecting the first asset.
change summary:
- fixed up the auto-enable logic on save in UBlueprint::Serialize()
#jira UE-38903
#fyi Maciej.Mroz
Change 3231837 on 2016/12/12 by Dan.Oconnor
Restore hack to keep objects referenced by bytecode alive while in editor
#jira UE-38486
Change 3232085 on 2016/12/13 by Phillip.Kavan
Compile fix.
Change 3232435 on 2016/12/13 by Ben.Cosh
Fix for a bug introduced in CL 3228496 that caused component templates to fail to be identified by name and resulted in blueprint compilation issues for add component nodes.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph, Engine
Change 3232437 on 2016/12/13 by Maciej.Mroz
#jira UE-33021
Remove an obsolete warning.
Change 3232564 on 2016/12/13 by Ben.Cosh
This adds extra component template renaming propagation and checking for the blueprint generated class and blueprint skeleton class.
#Jira UE-39623 - Unknown template referenced by Add Component Node
#Proj BlueprintGraph
- Implementing a bit of review feedback and some safety checking.
Change 3232598 on 2016/12/13 by Maciej.Mroz
Nativization:
stati functions cannot be const, so no workaound (_Inner function) specyfic to const functions is necessary
#jira UE-39518
Change 3232601 on 2016/12/13 by Phillip.Kavan
[UE-38975] Warn on BuildCookRun or a standalone cook when the -nativizeAssets flag is omitted from the command line for a nativization-enabled project.
change summary:
- added 'bWarnIfPackagedWithoutNativizationFlag' to UProjectPackagingSettings (default = true)
- modified UCookOnTheFlyServer::StartCookByTheBook() to check for the presence of the -nativizeAssets flag and emit a warning for unexpected omission from the command line
- modified UAT to include a warning for the BuildCookRun command when -build is specified with the same unexpected omission of the -nativizeAssets flag on the UAT command line
#jira UE-38975
Change 3232749 on 2016/12/13 by Mike.Beach
Moving Blueprint nativization out of the experimental category.
#jira UE-39358
Change 3233043 on 2016/12/13 by Dan.Oconnor
Various fixes for TSet/TMap nativization issues
#jira UE-39634
Change 3233086 on 2016/12/13 by Dan.Oconnor
Advanced Containers (TSet/TMap) no longer experimental
Change 3233175 on 2016/12/13 by Mike.Beach
Whitelising "Packaging" as an acceptable BP settings category (follow up to CL 3232749).
#jira UE-39358
Change 3233182 on 2016/12/13 by Mike.Beach
Exposing the editor setting "Show Action Menu Item Signatures" through the Blueprint Developer menu (for ease of access).
Change 3233662 on 2016/12/13 by Phillip.Kavan
[UE-39722] Fix a typo that led to a UAT runtime failure.
#jira UE-39722
Change 3233710 on 2016/12/13 by Dan.Oconnor
Clang template useage fix
#jira UE-39742
Change 3233895 on 2016/12/13 by Dan.Oconnor
Several fixes to crashes that occur when you delete a blueprint asset when its children are not loaded.
#jira UE-39558
Change 3234443 on 2016/12/14 by Phillip.Kavan
[UE-39354] Fix script VM crash on assignment to TSet/TMap variables.
change summary:
- modified FScriptBuilderBase::EmitDestinationExpression() to consider TSet/TMap value types in addition to TArray terms
#jira UE-39354
Change 3234581 on 2016/12/14 by Mike.Beach
Backing out fix for UE-38842 (CL 3228496/3232435/3232564) - mapping UBlueprintGeneratedClass's ComponentTemplates array to a new format was causing issues with deferred dependency loading during serialization (trying to extract type information from a placeholder object). We're opting for a smaller/simpler solution to UE-38842, which will be to store the component information on the node itself (not with the templates).
#jira UE-39707
Change 3234729 on 2016/12/14 by Mike.Beach
Making it so AddComponent nodes now track the component (class) type that they represent (in case the template cannot be spawned, like in -server w/ client-only components).
#jira UE-38842
Change 3234805 on 2016/12/14 by Mike.Beach
Fixing CIS shadowed variable warning.
Change 3234830 on 2016/12/14 by Nick.Atamas
Added extra debugging mechanisms to help track down duplicate item issues with TableViews.
Change 3235075 on 2016/12/14 by Mike.Beach
Creating a helper to better manage nested scope blocks added in generated code - on close, clears out cached local accessor variables that were added, so we don't use one that was declared inside the nested scope.
#jira UE-39769
Change 3235213 on 2016/12/14 by Phillip.Kavan
[UE-39790] Fix UAT compile issue after latest merge from Main.
change summary:
- migrated the BuildCookRun command's usage of the (deprecated) ConfigCacheIni to the new ConfigHierarchy API
#jira UE-39790
Change 3235384 on 2016/12/14 by Mike.Beach
Defaulting to excluding data-only Blueprints from nativization.
Change 3235675 on 2016/12/14 by Nick.Atamas
Hopefully fixed build.
Added OnEnteredBadState delegate that lets users add arbitrary logging info when the List/Tree enters a bad state.
Change 3235761 on 2016/12/14 by Mike.Beach
Hopefully resolving CIS mac/ps4 build failures in Dev-BP for 4.15 integration.
#jira UE-39800
Change 3235800 on 2016/12/14 by Mike.Beach
More hopeful CIS mac/ps4 fixes for 4.15 integration.
#jira UE-39800
[CL 3236017 by Mike Beach in Main branch]
2016-12-14 22:10:20 -05:00
|
|
|
TSharedPtr<FNativizationSummary> NativizationSummary(new FNativizationSummary());
|
|
|
|
|
FBlueprintNativeCodeGenUtils::GenerateCppCode(Obj, HeaderSource, CppSource, NativizationSummary, FCompilerNativizationOptions{});
|
2015-07-22 06:25:54 -04:00
|
|
|
SlowTask.EnterProgressFrame();
|
2015-03-23 14:35:43 -04:00
|
|
|
|
2015-10-02 12:42:26 -04:00
|
|
|
const FString BackendBaseFilename = CodeGenBackend.ConstructBaseFilename(Obj);
|
2015-09-21 17:15:50 -04:00
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|
|
|
2015-09-22 05:40:19 -04:00
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|
|
const FString FullHeaderFilename = FPaths::Combine(*HeaderDirPath, *(BackendBaseFilename + TEXT(".h")));
|
2015-07-22 06:25:54 -04:00
|
|
|
const bool bHeaderSaved = FFileHelper::SaveStringToFile(*HeaderSource, *FullHeaderFilename);
|
|
|
|
|
if (!bHeaderSaved)
|
|
|
|
|
{
|
|
|
|
|
ErrorString += FString::Printf(*LOCTEXT("HeaderNotSaved", "Header file wasn't saved. Check log for details. %s\n").ToString(), *Obj->GetPathName());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
CreatedFiles.Add(FullHeaderFilename);
|
|
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|
|
}
|
2015-03-23 14:35:43 -04:00
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2015-07-22 06:25:54 -04:00
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|
SlowTask.EnterProgressFrame();
|
|
|
|
|
if (!CppSource->IsEmpty())
|
|
|
|
|
{
|
2015-09-22 05:40:19 -04:00
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|
const FString NewCppFilename = FPaths::Combine(*CppDirPath, *(BackendBaseFilename + TEXT(".cpp")));
|
2015-07-22 06:25:54 -04:00
|
|
|
const bool bCppSaved = FFileHelper::SaveStringToFile(*CppSource, *NewCppFilename);
|
|
|
|
|
if (!bCppSaved)
|
|
|
|
|
{
|
|
|
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|
ErrorString += FString::Printf(*LOCTEXT("CppNotSaved", "Cpp file wasn't saved. Check log for details. %s\n").ToString(), *Obj->GetPathName());
|
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|
|
|
}
|
|
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|
else
|
|
|
|
|
{
|
|
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|
CreatedFiles.Add(NewCppFilename);
|
|
|
|
|
}
|
|
|
|
|
}
|
2015-03-23 14:35:43 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SlowTask.EnterProgressFrame();
|
|
|
|
|
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
|
|
|
bool bSuccess = ErrorString.IsEmpty();
|
|
|
|
|
if (bSuccess && CreatedFiles.Num() > 0)
|
|
|
|
|
{
|
|
|
|
|
// assume the last element is the target cpp file
|
|
|
|
|
FSourceCodeNavigation::OpenSourceFile(CreatedFiles.Last());
|
|
|
|
|
}
|
|
|
|
|
return bSuccess;
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
class SNativeCodeGenerationDialog : public SCompoundWidget
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
SLATE_BEGIN_ARGS(SNativeCodeGenerationDialog){}
|
|
|
|
|
SLATE_ARGUMENT(TSharedPtr<SWindow>, ParentWindow)
|
|
|
|
|
SLATE_ARGUMENT(TSharedPtr<FGeneratedCodeData>, GeneratedCodeData)
|
|
|
|
|
SLATE_END_ARGS()
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
|
|
// Child widgets
|
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3077573 on 2016/08/04 by Nick.Darnell
Removing some unused code, adding additional needed modules to editor tests.
#rb none
Change 3077580 on 2016/08/04 by Nick.Darnell
Removing the test plugins, going to be recreating them in EngineTest.
Change 3082659 on 2016/08/09 by Nick.Darnell
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.
#rb none
Change 3082766 on 2016/08/09 by Jamie.Dale
Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings
ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.
#jira UE-33971
#rb James.Hopkin
Change 3083067 on 2016/08/09 by Nick.Darnell
Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.
#rb none
Change 3084475 on 2016/08/10 by Richard.TalbotWatkin
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
#codereview Matt.Kuhlenschmidt
#rb none
Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt
Added grayscale texture importing support
#rb none
Change 3084774 on 2016/08/10 by Cody.Albert
Adding controller support for ComboBox widget
#jira UE-33826
#rb nick.darnell
Change 3085716 on 2016/08/11 by Nick.Darnell
UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
#rb none
Change 3085733 on 2016/08/11 by Nick.Darnell
UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.
#rb none
Change 3085734 on 2016/08/11 by Nick.Darnell
Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.
#rb none
Change 3085736 on 2016/08/11 by Nick.Darnell
Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.
#rb none
Change 3085737 on 2016/08/11 by Nick.Darnell
Editor - code organization.
#rb none
Change 3085875 on 2016/08/11 by Nick.Darnell
UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer.
#rb none
Change 3086209 on 2016/08/11 by Ben.Salem
Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
#rb adric.worley, william.ewen
Change 3086515 on 2016/08/11 by Nick.Darnell
Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case.
#rb Matt.Kuhlenschmidt
Change 3087216 on 2016/08/12 by Jamie.Dale
Fixed an issue where re-scanning a package file may leave old assets in the asset registry
We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).
#rb Andrew.Rodham
Change 3087219 on 2016/08/12 by Jamie.Dale
Updated TextRenderComponent to support multiple font pages
It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).
#rb Matt.Kuhlenschmidt
Change 3087308 on 2016/08/12 by Alex.Delesky
#jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added.
#rb Matt.Kuhlenschmidt
Change 3089140 on 2016/08/15 by Jamie.Dale
We now abort a directory watch if we lose access to the directory in question
This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.
#jira UE-30172
#rb Andrew.Rodham
Change 3089148 on 2016/08/15 by Alexis.Matte
Allow fbx export of any actor type.
#rb none
#codereview dmitriy.dyomin
Change 3089211 on 2016/08/15 by Jamie.Dale
Unified access to the parent window for external dialogs
A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.
You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.
#rb Andrew.Rodham
Change 3089640 on 2016/08/15 by Jamie.Dale
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc
#rb none
Change 3089661 on 2016/08/15 by Nick.Darnell
Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see.
#rb none
Change 3089667 on 2016/08/15 by Cody.Albert
Updating RoutePointerUpEvent to call OnDrop for touch events when dragging
#jira UE-34709
#rb nick.darnell
Change 3089694 on 2016/08/15 by Jamie.Dale
Applied a fix to the ExcludeClasses setting in the loc gather
#rb none
Change 3089889 on 2016/08/15 by Nick.Darnell
Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.
#rb none
Change 3090256 on 2016/08/16 by Nick.Darnell
Automation - working on screenshots.
#rb none
Change 3090322 on 2016/08/16 by Nick.Darnell
Automation - Adding modified screenshot function.
#rb none
Change 3090335 on 2016/08/16 by Nick.Darnell
Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins.
#rb none
Change 3090881 on 2016/08/16 by Nick.Darnell
Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.
#rb none
Change 3090884 on 2016/08/16 by Nick.Darnell
Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.
#rb none
Change 3090911 on 2016/08/16 by Nick.Darnell
Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.
#rb none
Change 3090913 on 2016/08/16 by Jamie.Dale
Optimization and usability improvements of the MemoryProfiler2 tool
- Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
- The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
- The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
- The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.
- Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
#jira UETOOL-948
#jira UETOOL-949
#rb James.Hopkin
Change 3090962 on 2016/08/16 by Jamie.Dale
Fixed double assignment of filter functions
#rb none
Change 3090989 on 2016/08/16 by Nick.Darnell
Editor - Attempting to fix the build, non-unity issue I suspect.
#rb none
Change 3091754 on 2016/08/17 by Nick.Darnell
FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.
#rb none
#codereview Alexis.Matte
Change 3091758 on 2016/08/17 by Nick.Darnell
Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.
#rb none
#codereview Nick.Atamas,Matt.Kuhlenschmidt
Change 3091829 on 2016/08/17 by Nick.Darnell
Build - Attempting to repair the build.
#rb none
Change 3091920 on 2016/08/17 by Nick.Darnell
Build - Another attempt at fixing the mac build.
#rb none
Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt
Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying
#rb none
Change 3094474 on 2016/08/19 by Jamie.Dale
Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled
#jira UETOOL-951
#rb James.Hopkin
Change 3094581 on 2016/08/19 by Jamie.Dale
Added missing allocator filter needed by PS4 profiles
#rb none
Change 3094681 on 2016/08/19 by Richard.TalbotWatkin
Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
#rb none
Change 3095163 on 2016/08/19 by Trung.Le
#jira UE-20849: Added tooltips to the inputs of the Material final result node
#rb matt.kuhlenschmidt
Change 3095285 on 2016/08/19 by Trung.Le
#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
#rb none
Change 3095344 on 2016/08/19 by Alexis.Matte
#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).
#rb none
#codereview matt.kuhlenschmidt
Change 3096162 on 2016/08/22 by Alexis.Matte
#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
#rb none
#codereview matt.kuhlenschmidt
Change 3096261 on 2016/08/22 by Alexis.Matte
#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.
#rb lina.halper
#codereview lina.halper
Change 3096344 on 2016/08/22 by Jamie.Dale
NSString conversion fix for UTF-32 strings containing characters outside of the BMP
#jira UE-33971
#rb Peter.Sauerbrei, James.Hopkin
Change 3096605 on 2016/08/22 by Alex.Delesky
#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.
#rb Matt.Kuhlenschmidt
Change 3096615 on 2016/08/22 by Alex.Delesky
#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.
#rb Matt.Kuhlenschmidt
Change 3096619 on 2016/08/22 by Alex.Delesky
#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.
#rb Matt.Kuhlenschmidt
Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2729: Fix a typo in the comment (Contributed by adcentury)
#rb none
Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2726: Undef unused macros (Contributed by shrimpy56)
#rb none
Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt
Guard against crash when details panels rebuild when their customizations have been torn down
https://jira.ol.epicgames.net/browse/UE-35048
#rb none
Change 3097757 on 2016/08/23 by Alex.Delesky
#jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap
#rb Matt.Kuhlenschmidt
Change 3098164 on 2016/08/23 by Alexis.Matte
#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
#rb none
#codereview matt.kuhlenschmidt
Change 3098502 on 2016/08/23 by Alexis.Matte
#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
#rb none
#codereview matt.kuhlenschmidt
Change 3099986 on 2016/08/24 by Jamie.Dale
Fixing non-editor builds
#rb none
Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt
Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)
#rb none
Change 3101280 on 2016/08/25 by Jamie.Dale
Fixed crash when counting memory over internationalization meta-data
- The serialization code only used to handle loading or saving, now it handles loading or not loading.
- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.
#rb James.Hopkin
Change 3101283 on 2016/08/25 by Jamie.Dale
MProf2 platform and symbol parsing improvements
- Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
- Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
- Removed all the V3 file format support and legacy platform handling.
- Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.
#rb James.Hopkin
Change 3101586 on 2016/08/25 by Jamie.Dale
Small code cleanup and path normalization
#rb James.Hopkin
Change 3101837 on 2016/08/25 by Alexis.Matte
#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
#rb none
#codereview matt.kuhlenschmidt
Change 3102537 on 2016/08/26 by Jamie.Dale
Fix for potential crash in FICUCamelCaseBreakIterator
In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.
#rb James.Hopkin
Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt
Log the freetype version when it starts up (for debugging purposes)
#rb none
Change 3102657 on 2016/08/26 by Alexis.Matte
#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
#review-3101585 @uriel.doyon
#rb matt.kuhlenschmidt
Change 3102704 on 2016/08/26 by Jamie.Dale
Added symbol meta-data support to MProf2
You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.
PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.
#rb James.Hopkin
Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt
Added support for outline fonts
- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
#rb jamie.dale
Change 3102879 on 2016/08/26 by Jamie.Dale
Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files
#rb none
Change 3102960 on 2016/08/26 by Alexis.Matte
build fix
#rb none
Change 3103032 on 2016/08/26 by Jamie.Dale
Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting
#jira UE-34936
#rb Matt.Kuhlenschmidt
Change 3103278 on 2016/08/26 by Jamie.Dale
Fixing Clang warnings
#rb none
Change 3104211 on 2016/08/29 by Ben.Marsh
Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.
#rb none
Change 3104290 on 2016/08/29 by Alex.Delesky
Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.
#rb Matt.Kuhlenschmidt
Change 3104292 on 2016/08/29 by Alex.Delesky
#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.
#rb Matt.Kuhlenschmidt
Change 3104294 on 2016/08/29 by Alex.Delesky
#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget
#rb Matt.Kuhlenschmidt
Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt
PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)
#rb none
Change 3104296 on 2016/08/29 by Alex.Delesky
#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.
#rb Matt.Kuhlenschmidt
Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt
Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out.
#rb none
Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt
Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it.
#rb none
#jira UE-31865
Change 3104396 on 2016/08/29 by Ben.Marsh
Fix incrorrect agent names for running automated tests
Change 3104610 on 2016/08/29 by Alex.Delesky
Fix for AutomationTool compile editor from changes introduced today.
#rb None
Change 3104611 on 2016/08/29 by Michael.Dupuis
#jira UETOOL-253
#rb Alexis.Matte
Change 3105826 on 2016/08/30 by Gareth.Martin
Added console variables to discard grass and/or scalable foliage data on load
#jira UE-35086
#rb Benn
Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt
Eliminated bad code duplication between retainer widgets and element batcher
#rb none
#codereview nick.darnell
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
#rb Alexis.Matte
Change 3106966 on 2016/08/30 by Jamie.Dale
Fixed FApp::IsAuthorizedUser not considering the SessionOwner override
#rb Max.Preussner
Change 3107687 on 2016/08/31 by Michael.Dupuis
Checkout/Make Writable on proper config file
#rb Matt Kuhlenschmidt
Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt
Fixed mode typos in the lerp instruction
#rb none
Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt
Logging and guard against UEditorEngine::TeardownPlaySession crash.
#rb none
https://jira.ol.epicgames.net/browse/UE-35325
Change 3107912 on 2016/08/31 by Alex.Delesky
#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.
#rb Matt.Kuhlenschmidt
Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt
Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.
#rb none
Change 3108027 on 2016/08/31 by Chris.Wood
Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".
#rb none - just a comment in a cpp file
#codereview wes.hunt
Change 3108580 on 2016/08/31 by Mike.Fricker
Deleted the "Live Editor" plugins from UE4
- These were undocumented, buggy and never finished, and we have no plans to complete them
- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files
#codereview matt.kuhlenschmidt
#rb matt.kuhlenschmidt
Change 3108604 on 2016/08/31 by Mike.Fricker
Added new "MIDI Device" plugin (disabled by default)
- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer
- Currently only input is supported. In the future we might allow for output, as well.
- In Blueprints, here's how to use it:
- Look for "MIDI Device Manager" in the Blueprint RMB menu
- Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available.
- Then call "Create MIDI Device Controller" for the device you want. Store that in a variable.
- On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive.
- Process the data passed into the Event to make your project do stuff!
- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)
#codereview matt.kuhlenschmidt
#rb none
Change 3108760 on 2016/08/31 by Alexis.Matte
#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
#rb none
#codereview matt.kuhlenschmidt
Change 3109006 on 2016/08/31 by Alex.Delesky
#ignore Source Control rename test - initial commit
Change 3109044 on 2016/08/31 by Alex.Delesky
#ignore Testing asset rename from P4 to observe correct behavior.
#rb none
Change 3109048 on 2016/08/31 by Alex.Delesky
#ignore Testing P4 rename to identify correct behavior
#rb none
Change 3110044 on 2016/09/01 by Gareth.Martin
Fixed painting foliage on blocking "query" actors not working
#jira UE-33852
#rb Allan.Bentham
Change 3110133 on 2016/09/01 by Alexis.Matte
Fix crash in function GetForceRecompileTextureIdsHash
#rb none
#codereview jamie.dale
Change 3111848 on 2016/09/02 by Mike.Fricker
MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
- Fixed bad enum cast
#rb none
Change 3111995 on 2016/09/02 by Michael.Dupuis
#jira UE-35263
Do not try selecting the actor if the actor is in the blueprint
Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process
#rb Alexis Matte
Change 3112280 on 2016/09/02 by Michael.Dupuis
Call MakeWritable if source control fail
#rb Alexis Matte
Change 3112335 on 2016/09/02 by Cody.Albert
Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode
#jira UE-35306
#rb none
Change 3112478 on 2016/09/02 by Alexis.Matte
#jira UE-20059 Use a base material to import fbx material.
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#1468 Github pull request number
Change 3113912 on 2016/09/06 by Michael.Dupuis
#jira UE-32288 Fixed Console params display
#rb Alexis Matte
Change 3114026 on 2016/09/06 by Alex.Delesky
#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.
#rb Matt.Kuhlenschmidt
Change 3114032 on 2016/09/06 by Alex.Delesky
PR #2733: Improved the project launcher progress page (Contributed by projectgheist)
#jira UE-34027
#rb Matt.Kuhlenschmidt
Change 3114034 on 2016/09/06 by Alex.Delesky
#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable
#rb Matt.Kuhlenschmidt
Change 3114071 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114109 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114562 on 2016/09/06 by Nick.Darnell
Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.
#rb none
Change 3114701 on 2016/09/06 by Michael.Dupuis
#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
#rb Alexis Matte
Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt
Prevent non-thread safe slate code from running on the slate loading thread
#rb none
Change 3115698 on 2016/09/07 by Nick.Darnell
Make sure the commands are available - during functional testing that was found to not always be the case.
#rb none
Change 3115719 on 2016/09/07 by Nick.Darnell
Adding an IsRegistered command to commands.
#rb none
Change 3115721 on 2016/09/07 by Nick.Darnell
Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.
#rb none
Change 3115722 on 2016/09/07 by Nick.Darnell
IsBindWidgetProperty now returns false if the property passed in is null.
#rb none
Change 3115734 on 2016/09/07 by Alexis.Matte
#jira UE-30166 Support fbx sdk 2017
#rb none
Change 3115737 on 2016/09/07 by Nick.Darnell
Adding an image comparer for screenshots. Removing some content from EngineTest.
#rb none
Change 3115743 on 2016/09/07 by Nick.Darnell
Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing!
#rb none
Change 3115748 on 2016/09/07 by Nick.Darnell
Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.
#rb none
Change 3115789 on 2016/09/07 by Jamie.Dale
We now favor Traditional Chinese for Hong Kong and Macau
#rb James.Hopkin
Change 3115799 on 2016/09/07 by Jamie.Dale
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped
#rb James.Hopkin
Change 3115826 on 2016/09/07 by Nick.Darnell
Adding missing files.
#rb none
Change 3115838 on 2016/09/07 by Nick.Darnell
Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
#rb none
Change 3116007 on 2016/09/07 by Alexis.Matte
build fix
#rb none
Change 3116057 on 2016/09/07 by Jamie.Dale
Fixed widget snapshot messages so they appear in the message debugger
#rb none
Change 3116112 on 2016/09/07 by Nick.Darnell
Removing the FbxAutomationBuilder file that go recreated on a merge from main.
#rb none
Change 3116365 on 2016/09/07 by Michael.Dupuis
#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
#codereview Matt.Kuhlenschmidt
#rb Alexis.Matte
Change 3116622 on 2016/09/07 by Alexis.Matte
#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
#rb matt.kuhlenschmidt
Change 3116638 on 2016/09/07 by Jamie.Dale
Ensured that manifests and archives don't try and load data that they can't parse
#rb none
Change 3117397 on 2016/09/08 by Gareth.Martin
Added rotate and blend support to the landscape mirror tool
#jira UE-34829
#rb Jack.Porter
Change 3117459 on 2016/09/08 by Gareth.Martin
Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
#jira UE-35301
#rb Jack.Porter
Change 3117462 on 2016/09/08 by Gareth.Martin
Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
#jira UE-35494
#rb Benn.Gallagher
Change 3117583 on 2016/09/08 by Nick.Darnell
Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.
#rb none
Change 3117595 on 2016/09/08 by Nick.Darnell
Updating the build script for AutomatedTests, going to see if this works!
#rb none
Change 3117808 on 2016/09/08 by Nick.Darnell
Adding header includes for async.
#rb none
Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt
Partially taken from Pr 2381
Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.
#rb none
Change 3117851 on 2016/09/08 by Jamie.Dale
Silenced some redundant P4 errors that could be generated when running a stat update on a file
Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.
#rb Ben.Marsh
#codereview Thomas.Sarkanen
Change 3117853 on 2016/09/08 by Gareth.Martin
Clean up landscape includes and PCH
#rb steve.robb
Change 3117859 on 2016/09/08 by Alex.Delesky
#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.
#rb Nick.Darnell
Change 3117997 on 2016/09/08 by Nick.Darnell
Updating the automation tests build script to use Editor-Cmd
#rb none
Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt
Properly reference graph node on material expressions so they are not GC'd while an expression still uses them
#jira UE-35362
#rb none
Change 3118043 on 2016/09/08 by Alex.Delesky
#jira UE-30649 - Removed unnecessary returns from UWidget API.
PR #2377: fix widget bug. (Contributed by dorgonman)
#rb none
Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt
Guard against crash saving config during level editor shutdown
#rb none
#jira UE-35605
Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt
PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)
#rb none
Change 3118078 on 2016/09/08 by Michael.Dupuis
#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
#rb Alexis.Matte
Change 3118080 on 2016/09/08 by Michael.Dupuis
#jira UE-31131 Do not show a contextual menu if the menu is empty
#rb Alexis.Matte
Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt
Constify this method
#rb none
Change 3118166 on 2016/09/08 by Nick.Darnell
Trying additional command options for the build machine for automation.
#rb none
Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt
Fix actor delete during mesh paint not working during undo
#rb none
#jira UE-35684
Change 3118298 on 2016/09/08 by Alexis.Matte
#jira UE-35302 Export all LODs for static mesh when there is no force LOD
#rb uriel.doyon
Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt
Fixed reset to default not appearing for slate brushes
#rb none
#jira UE-34958
Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt
Guard against crash with an invalid world trying to be opened from the content browser
#rb none
https://jira.ol.epicgames.net/browse/UE-35712
Change 3119433 on 2016/09/09 by Nick.Darnell
Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.
#rb Matt.Kuklenschmidt
#jira UE-35789
Change 3119448 on 2016/09/09 by Alex.Delesky
When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.
#rb Nick.Darnell
Change 3119522 on 2016/09/09 by Jamie.Dale
Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true
#rb Matt.Kuhlenschmidt
Change 3119528 on 2016/09/09 by Jamie.Dale
Some UI re-work to the localization dashboard
This makes a better use of the available space, and will make it easier to make some other planned changes in the future.
#rb James.Hopkin
Change 3119861 on 2016/09/09 by Michael.Dupuis
#jira UE-9284 Added the Play/Stop button on the thumbnail
#rb Alexis.Matte
Change 3120027 on 2016/09/09 by Alexis.Matte
incorporate some fixes from licensee for LOD group re-import workflow
#jira UE-32268
#rb uriel.doyon
#codereview matt.kuhlenschmidt
Change 3120845 on 2016/09/12 by Gareth.Martin
Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
#jira UE-35850
#rb Allan.Bentham
Change 3120980 on 2016/09/12 by Nick.Darnell
Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager.
#rb none
Change 3120992 on 2016/09/12 by Alex.Delesky
#jira UE-35575 - TScriptInterface UProperties now have asset picker support.
#rb Matt.Kuhlenschmidt
Change 3121074 on 2016/09/12 by Michael.Dupuis
#jira UE-30092
Added path length in error message when typing
Added display of current filepath lenght for cooking
#rb Alexis.Matte
Change 3121113 on 2016/09/12 by Nick.Darnell
Adding some placeholder examples to show people how to author tests in EngineTest.
#rb none
Change 3121152 on 2016/09/12 by Gareth.Martin
Added TElementType, TIsContiguousContainer traits
Added GetData(), GetNum() generic functions
#rb Steve.Robb
Change 3121702 on 2016/09/12 by Jamie.Dale
Optimized a loop over a sorted list to instead use a binary search
This speeds up the short-lived allocation view generation.
We also now dump the exception information to the Trace log when in a non-debug build.
#rb James.Hopkin
Change 3121721 on 2016/09/12 by Jamie.Dale
We now set the window mode first when resizing the game viewport to ensure that the work area is correct
Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.
#jira UE-32842
#rb Matt.Kuhlenschmidt
Change 3122578 on 2016/09/13 by Jamie.Dale
Small code clean up
Removed a use of the placement new style array addition.
#rb none
Change 3122634 on 2016/09/13 by Jamie.Dale
We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick
#jira UE-34865
#rb James.Hopkin
Change 3122656 on 2016/09/13 by Jamie.Dale
Fixed array combo button not focusing its contents, which prevented the menu closing correctly
#jira UE-33667
#rb none
Change 3122661 on 2016/09/13 by Nick.Darnell
Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.
#rb none
Change 3122678 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before USTRUCT can be used.
#rb none
Change 3122686 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before UCLASS can be used.
#rb none
Change 3122728 on 2016/09/13 by Nick.Darnell
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
#jira UE-35167
#rb none
Change 3122775 on 2016/09/13 by Nick.Darnell
Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.
#rb none
Change 3122779 on 2016/09/13 by Nick.Darnell
Widgetnimation - Exposing more of the class to C++.
#rb none
Change 3122793 on 2016/09/13 by Nick.Darnell
Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.
#jira UE-35796
#rb none
Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed crash undoing moves after bsp creation
https://jira.ol.epicgames.net/browse/UE-35880
#rb none
Change 3122835 on 2016/09/13 by Nick.Darnell
Reverting changes to WIdgetAnimation
#rb none
Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed non-editor compile error
#rb none
Change 3122988 on 2016/09/13 by Alexis.Matte
Material workflow refactor
#jira UETOOL-774
#rb matt.kuhlenschmidt
Change 3123006 on 2016/09/13 by Jamie.Dale
Fixed dynamic collections not returning anything
#jira UE-35869
#rb James.Hopkin
Change 3123145 on 2016/09/13 by Alexis.Matte
Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
#jira UE-32268
#rb none
#codereview matt.kuhlenschmidt
Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt
Fix fortnite compile error
#rb alexis.matte
Change 3123208 on 2016/09/13 by Jamie.Dale
The 'find culprit' dialog now honors the user choice
#rb RichTW
Change 3123545 on 2016/09/13 by Nick.Darnell
Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.
#rb none
Change 3124494 on 2016/09/14 by Jamie.Dale
Added ~ to the list of invalid characters for object/package names
#jira UE-12908
#rb Matt.Kuhlenschmidt
Change 3124513 on 2016/09/14 by Gareth.Martin
Implemented filter to allow painting foliage on other foliage
- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
#rb Allan.Bentham
#2472
Change 3124523 on 2016/09/14 by Jamie.Dale
PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)
#jira UE-34811
#jira UE-32082
#rb none
Change 3124607 on 2016/09/14 by Nick.Darnell
UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.
#jira UE-35667
#rb none
Change 3124785 on 2016/09/14 by Gareth.Martin
Made some foliage functions editor-only to fix non-editor build
#rb none
Change 3124795 on 2016/09/14 by Gareth.Martin
Saved/loaded the new foliage filter
#rb Allan.Bentham
#2472
Change 3124915 on 2016/09/14 by Michael.Dupuis
#jira UE-19511
Add support for Add to source control on DefaultEditorPerProjectUserSettings file
Remove CheckoutNotice when not editing a DefaultXXXX.ini file
Edit proper config file either we're modifying settings from a Default file or Local user file
#codereview Matt.Kuhlenschmidt Max.Preussner
#rb Alexis.Matte
Change 3125266 on 2016/09/14 by Jamie.Dale
Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong
#rb none
Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt
Fix crash when using SaveAs to save over top of an existing level
#rb none
https://jira.ol.epicgames.net/browse/UE-35919
https://jira.ol.epicgames.net/browse/UE-35921
Change 3125487 on 2016/09/14 by Alexis.Matte
Fix cook content, regression induce by the material workflow refactor
#rb matt.kuhlenschmidt
Change 3126217 on 2016/09/15 by Gareth.Martin
Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
#rb Allan.Bentham
Change 3126311 on 2016/09/15 by Jamie.Dale
Placement mode fixes
- The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
- Ensured that the ID used by FPlaceableItem could never overflow.
- Fixed some types being missing from the "All Classes" list.
- Fixed the escape key not cancelling the search.
#jira UE-35972
#rb James.Hopkin
Change 3126325 on 2016/09/15 by Jamie.Dale
Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.
#rb Andrew.Rodham
Change 3126403 on 2016/09/15 by Gareth.Martin
Added Find and Contains functions to TBitArray
#rb Steve.Robb
Change 3126405 on 2016/09/15 by Gareth.Martin
Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
- Just like regular instanced mesh components!
Also fixed not being able to move instances of an instanced mesh component when it is the root component
Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
#jira UE-29357
#rb Allan.Bentham
Change 3126444 on 2016/09/15 by Jamie.Dale
Fixed the loc dashboard configs not working with SCC
This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.
#rb none
Change 3126446 on 2016/09/15 by Jamie.Dale
Fixed loc dashboard game and engine targets sharing the same expansion settting
#rb none
Change 3126555 on 2016/09/15 by Chris.Wood
Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows
#rb Steve.Robb
Change 3126586 on 2016/09/15 by Gareth.Martin
Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
#jira UE-35873
#rb Jack.Porter
Change 3126610 on 2016/09/15 by Jamie.Dale
Stopped PS4 from always staging all ICU data files
#rb Marcus.Wassmer
Change 3126779 on 2016/09/15 by Michael.Dupuis
#jira UE-32914 Improve the help text to provide usage examples and params
#rb Alexis.Matte
Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt
Fix font material and outline font material not being animatable in sequencer
#rb frank.fella
Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt
File not saved
#rb none
Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt
Fixed reset to default state still not appearing in all cases after changing a property.
#rb none
Change 3127038 on 2016/09/15 by Nick.Darnell
UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.
#rb none
Change 3127061 on 2016/09/15 by Nick.Darnell
Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children.
#jira UE-35726
#rb Matt.Kuchlenschmidt
Change 3127205 on 2016/09/15 by Alex.Delesky
#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.
#rb Nick.Darnell
Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt
Fix crash in scene outliner if actors become invalid
#rb none
https://jira.ol.epicgames.net/browse/UE-35932
Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt
Added guards for crashes accessing slate resources for deleted uobjects
#rb nick.darnell
Change 3128067 on 2016/09/16 by Michael.Dupuis
#jira UE-34158 Add an option to auto expand advanced details
#rb Alexis.Matte
Change 3128073 on 2016/09/16 by Michael.Dupuis
#jira UE-1145
Set Save As to Ctrl + Alt + S
Set Save All to Ctrl + Shift + S
Set Save Current to Ctrl + S
#rb Alexis.Matte
Change 3128117 on 2016/09/16 by Jamie.Dale
Updated the pin-type filter combo to filter on both the localized and source type descriptions
#jira UE-36081
#rb none
Change 3128177 on 2016/09/16 by Alexis.Matte
#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.
#rb michael.dupuis
#codereview matt.kuhlenschmidt
Change 3128387 on 2016/09/16 by Gareth.Martin
Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
#jira UE-36093
#rb none
Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt
Guard against scene outliner crash. Print out tree when items appear twice.
https://jira.ol.epicgames.net/browse/UE-35935
#rb none
Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt
Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget
#rb none
Change 3128482 on 2016/09/16 by Michael.Dupuis
Added new key binding for generic Save, Save As
Added new key binding for Save All for the content browser
#rb Alexis.Matte (approved by MattK)
Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt
Fix build warning
#codereview nick.darnell
#rb none
Change 3128642 on 2016/09/16 by Alexis.Matte
#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
#rb none
#codereview matt.kuhlenschmidt
Change 3128733 on 2016/09/16 by Nick.Darnell
UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.
#jira UE-36105
#rb none
Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt
Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor
#rb none
Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt
Fix offset characters on some small fonts
#rb none
Change 3130057 on 2016/09/19 by Jamie.Dale
Fixing volatility and invalidation issues for text widgets
#jira UE-33988
#rb Nick.Darnell
Change 3130064 on 2016/09/19 by Jamie.Dale
Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly
#rb James.Hopkin
Change 3130233 on 2016/09/19 by Michael.Dupuis
#jira UE-32914 Added missing args that the UI supported
#rb Alexis.Matte
Change 3130265 on 2016/09/19 by Nick.Darnell
Automation - Cleaning up some API items.
#rb none
Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt
Fix reentrancy saving assets while a prompt for checkout dialog is open
#rb none
Change 3130398 on 2016/09/19 by Jamie.Dale
Fixing UHT error when building
#rb none
Change 3132101 on 2016/09/20 by Nick.Darnell
UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.
#rb none
Change 3132110 on 2016/09/20 by Nick.Darnell
PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)
#jira UE-13770
#rb Nick.Darnell
Change 3132111 on 2016/09/20 by Nick.Darnell
UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.
#rb none
Change 3132138 on 2016/09/20 by Michael.Dupuis
#jira UE-30945 Added missing PostEditComponentMove after drag is finished
#rb Alexis.Matte
Change 3132147 on 2016/09/20 by Michael.Dupuis
#jira UE-30866 Fixed the filter to work properly
#rb Alexis.Matte
Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
#rb none
Change 3132231 on 2016/09/20 by Nick.Darnell
Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.
#jira UE-33285
#rb none
Change 3132255 on 2016/09/20 by Alex.Delesky
#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.
#rb Matt.Kuhlenschmidt
Change 3132587 on 2016/09/20 by Mike.Fricker
MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
#rb none
#lockdown matt.kuhlenschmidt
Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt
Fix crash opening the cooker settings
https://jira.it.epicgames.net/browse/UE-36197
#rb none
#lockdown nick.darnell
Change 3133144 on 2016/09/20 by Nick.Darnell
Build configuration for automation tests.
#rb none
#lockdown matt.kuhlenschmidt
Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt
Fix default material on odin text
#rb none
#lockdown nick.darnell
Change 3133913 on 2016/09/21 by Nick.Darnell
Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp
#rb none
#jira UE-36231
#lockdown matt.kuhlenschmidt
[CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
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TSharedPtr<SDirectoryPicker> HeaderDirectoryBrowser;
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TSharedPtr<SDirectoryPicker> SourceDirectoryBrowser;
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2014-10-27 07:57:32 -04:00
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TSharedPtr<SErrorText> ErrorWidget;
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//
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TWeakPtr<SWindow> WeakParentWindow;
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TSharedPtr<FGeneratedCodeData> GeneratedCodeData;
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bool bSaved;
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void CloseParentWindow()
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{
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auto ParentWindow = WeakParentWindow.Pin();
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if (ParentWindow.IsValid())
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{
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ParentWindow->RequestDestroyWindow();
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bool IsEditable() const
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{
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return !bSaved && GeneratedCodeData->ErrorString.IsEmpty();
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}
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FReply OnButtonClicked()
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{
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Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
|
|
|
bSaved = GeneratedCodeData->Save(HeaderDirectoryBrowser->GetDirectory(), SourceDirectoryBrowser->GetDirectory());
|
|
|
|
|
ErrorWidget->SetError(GeneratedCodeData->ErrorString);
|
2014-10-27 07:57:32 -04:00
|
|
|
|
|
|
|
|
return FReply::Handled();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FText ButtonText() const
|
|
|
|
|
{
|
Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3298107)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3256692 on 2017/01/13 by Ben.Cosh
This updates the blueprint variable config option tooltip to be more accurate when describing the config to override the value in.
#Jira UE-40334 - Blueprint variables report the wrong config file in the UI when using the set from config option
#Proj Kismet
Change 3258553 on 2017/01/16 by Phillip.Kavan
[UE-40131] Revised fix that will work for "inclusive" BP nativization with data-only BPs.
- Mirrored from //UE4/Release-4.15 (CL# 3258541).
#jira UE-40131
Change 3258958 on 2017/01/16 by Mike.Beach
Adopted fix from UDN - resolves problems with Blueprints which inherit from UDataAsset. Compiling/Reinstancing them was leaving the data asset packages empty.
Change 3259363 on 2017/01/16 by Mike.Beach
Revising fix in UBlueprint::BeginCacheForCookedPlatformData(), saving off nativization data if the -nativizeAssets param is present (not just if it was enabled in packaging settings).
#jira UE-40620
Change 3260722 on 2017/01/17 by Maciej.Mroz
Exclude client-only BPGC from Server.
#jira UE-39728
Change 3261420 on 2017/01/17 by Dan.Oconnor
Final prototype of the GMinimalCompileOnLoad pass
Change 3262208 on 2017/01/18 by Dan.Oconnor
SA fix
Change 3263168 on 2017/01/18 by Dan.Oconnor
Tweak to minimal compile on load pass, doing node refreshing early because node refresh can trigger CDO generation (which cannot happen while reinstancing, unless the new class is ready)
Change 3263844 on 2017/01/19 by Maciej.Mroz
Error when CDO is created for an incomplete dynamic class
Change 3264647 on 2017/01/19 by Mike.Beach
PR #3146: Only ensure if ptr != nullptr (Contributed by projectgheist )
#jira UE-40846
Change 3264818 on 2017/01/19 by Dan.Oconnor
Undo overzealous use of GMinimalCompileOnLoad
Change 3265075 on 2017/01/19 by Dan.Oconnor
Make sure we use the authoritative class for the component template, fixes reinst issue in GMinimalCompileOnLoad pass
Change 3265085 on 2017/01/19 by Mike.Beach
Mirroring CL 3260397
Making it so CreateEvent nodes are searchable using the function name they are bound to (as requested by Jeff Farris). To find this data across your content library, in unopened Blueprints, you'll have to resave those Blueprints (so the new data is available in the asset registry).
Change 3272401 on 2017/01/25 by Mike.Beach
Fixed a bug where modifying certain timeline settings would not dirty the Blueprint.
PR #3137: UE-40674: Mark TimeLine BP as modified (Contributed by projectgheist)
#jira UE-40680, UE-40674
Change 3273050 on 2017/01/26 by Maciej.Mroz
#jira ODIN-4913, UE-40974
merged cl3268193 from Odin branch
Nativization:
- added ConstructTInlineValue function
- TInlineValue structures will be initialized using UScriptStruct::InitializeStruct, instead of callind default constructor ( default constructor is unrealible)
Change 3273052 on 2017/01/26 by Maciej.Mroz
#jira UE-40917
merged cl#3270456 from Odin branch
Nativization:
Actor template from ChildActorComponent is a subobject of nativized class.
Change 3275646 on 2017/01/27 by Dan.Oconnor
Fix obscure issue when reinstancing interface types
Change 3275811 on 2017/01/27 by Dan.Oconnor
ImplementsGetWorld now properly inherited for blueprint types that derive from a blueprint type that derives from a native type that "ImplementsGetWorld"
Change 3275922 on 2017/01/27 by Dan.Oconnor
Preserve trashed properties' names, don't force regen nodes when using the new compile manager (it has already regen'd nodes)
Change 3276037 on 2017/01/27 by Dan.Oconnor
Uses Authoritative class for this type check, added const version of GetAuthoritativeClass
Change 3276109 on 2017/01/27 by Phillip.Kavan
[UE-40894] Fix data loss issues with non-native Blueprint classes that override inherited component default values from a nativized parent Blueprint class hierarchy.
change summary:
- modified FBlueprintEditorUtils::BuildComponentInstancingData() to accept an additional parameter indicating whether or not to use the CDO or the template's Archetype as the basis for building the delta property list.
- revised UBlueprint::BeginCacheForCookedPlatformData() to first generate "override" data for ICH records that override SCS nodes from parent classes that are targeted for nativization. this also makes the optimized component instancing feature compatible with nativization as well (should that ever become useful).
- revised UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to utilize the additional delta property list data that's now generated at cook time along with a delta serialization pass against the ICH template that's serializes changed properties to a cached data block at load time. this cached "override" data is then applied to instanced subobjects inherited from nativized parent Blueprint classes using a minimal binary serialization pass.
#jira UE-40894
Change 3277671 on 2017/01/30 by Mike.Beach
Mirroring CL 3276602.
Refactoring FBlueprintCompilerCppBackend::SortNodesInUberGraphExecutionGroup() a bit. Catching cases that weren't acounted for - detecting cyclical logic now when we've pulled a node/statement out of order, and other nodes need to fall through to that logic (not relying on a goto).
#jira UE-41188, UE-41189, UE-41186, UE-41037
Change 3278454 on 2017/01/30 by Mike.Beach
Mirroring CL 3278054
Upgrading USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3278814 on 2017/01/31 by Maciej.Mroz
fixed CIS warning
fixed FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter
Change 3279398 on 2017/01/31 by Mike.Beach
Back out changelist 3278454 - causing unforseen issues, restructuring the component hierarchy.
Change 3282200 on 2017/02/01 by Dan.Oconnor
Moved ForceLoad helpers into UBlueprint so that new compile on load path can prod the linker into loading stuff before flushing the compilation queue
Change 3282269 on 2017/02/01 by Mike.Beach
ClassGeneratedBy not dependable in cooked builds, must rely on class flags to determine if this is a Blueprint class.
Change 3284455 on 2017/02/02 by Dan.Oconnor
Reinstancer optimizations and skipping loader reset when using the new compile manager
Change 3284463 on 2017/02/02 by Dan.Oconnor
Handling missing GeneratedClass
Change 3284476 on 2017/02/02 by Dan.Oconnor
Flush compilation manager when we would normally do a bytecode pass, this guarantees clients of LoadObject that we won't reinstance a pointer on load (giving them back a stale object)
Change 3284523 on 2017/02/02 by Dan.Oconnor
Optimize FBlueprintUnloader::ReplaceStaleRefs, add option to skip reinstancing when recompiling bytecode, refactored bytecode recompilation options into a flag parameter
Change 3285731 on 2017/02/03 by Dan.Oconnor
Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)
Auto resolved, with merging:
K2Node_CreateDelegate.h/cpp, KismetCompiler.cpp, WidgetBlueprintCompiler.cpp, Kismet2.cpp, KismetReinstanceUtilities.cpp/h, KismetEditorUtils.h, BlueprintSupport.cpp, Class.cpp, LinkerLoad.cpp, Obj.cpp, Class.h, Object.h, BlueprintGeneratedClass.cpp, DefaultEngine.ini,
Manually resolved:
BlueprintEditorUtils.cpp, TestRunner.Automation.Tests.cs, OrionAutobuyCardStatEntry.cpp/h, OrionStateWidget_DraftLobby.cpp
All else resolved safely (no merging)
Change 3286019 on 2017/02/03 by Dan.Oconnor
Add assertion that was added in main
Change 3286031 on 2017/02/03 by Dan.Oconnor
Build fix, missing include
Change 3286056 on 2017/02/03 by Mike.Beach
Corrected fix (from CL 3278454, which had to be backed out) - USimpleConstructionScript::FixupSceneNodeHierarchy() so that the SCS detects orphaned components, and adds them to the hierarchy (notifying users of the issue with a warning).
#jira UE-41247
Change 3286302 on 2017/02/03 by Dan.Oconnor
Allow reinstancing to run very early or in other situation where GEditor is not yet set up
Change 3286386 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad checks no longer needed with my local changes to BlueprintCompilationManager
Change 3286391 on 2017/02/03 by Dan.Oconnor
Missed old comment
Change 3286614 on 2017/02/03 by Dan.Oconnor
GMinimalCompileOnLoad logic no longer needed
Change 3286655 on 2017/02/03 by Dan.Oconnor
Refactor FKismetEditorUtilities::CompileBlueprint flags into EBlueprintCompileOptions
Change 3286662 on 2017/02/03 by Dan.Oconnor
Build fix, missed file
Change 3288770 on 2017/02/06 by Mike.Beach
Attempt to fix up CIS warnings from CL 3286056.
Change 3289236 on 2017/02/06 by Mike.Beach
Missed fix for CIS warning.
Change 3289276 on 2017/02/06 by Dan.Oconnor
Duplication of CDO is unnecessary
#fyi Maciej.Mroz
Change 3289334 on 2017/02/06 by Dan.Oconnor
Add option to skip all reinstancing logic when running CompileBlueprint - used locally by the blueprint compilation manager. Fixed Typo.
Change 3289443 on 2017/02/06 by Dan.Oconnor
Further cleanup of GMinimalCompileOnLoad abuse. added flag to skip reinstancing and "stub on failure" compile pass
Change 3290509 on 2017/02/07 by Dan.Oconnor
Addressed this with a change to the blueprint compiler manager - no modification needed
Change 3290534 on 2017/02/07 by Dan.Oconnor
Remove old forward declare and outdated comment
Change 3291446 on 2017/02/07 by Dan.Oconnor
This CPFUO call is unused with my latest iteration on the compiler manager
Change 3291516 on 2017/02/07 by Dan.Oconnor
Running compile manager earlier means we don't need to worry about this weird (and costly) call
Change 3291534 on 2017/02/07 by Dan.Oconnor
This compile children call is no longer running with latest improvents to the compile manager
Change 3292587 on 2017/02/08 by Maciej.Mroz
#jira UE-41694
Mirroring cl#3292273 from Odin branch
Change 3293344 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3293565 on 2017/02/08 by Dan.Oconnor
Back out changelist 3293344 - wrong CL
Change 3293567 on 2017/02/08 by Dan.Oconnor
Iteration on blueprint compile manager - fortnite loads without issue. For now I do the three compile passes that are done by the existing load paths. Timing is actually quite reasonable. Centralizing reinstancing has sped things up.
#fyi Maciej.Mroz
Change 3294334 on 2017/02/09 by Phillip.Kavan
[UE-41246] Fix misaligned memory access of noexport struct properties leading to incorrectly initialized values.
- Mirrored from //Odin/Main/... (CL# 3284308).
#jira UE-41246
Change 3294343 on 2017/02/09 by Phillip.Kavan
[UE-41246] Add a whitelist mechanism to handle native noexport types that can support direct field access in nativized Blueprint code.
- Mirrored from //Odin/Main/... (CL# 3285789).
#jira UE-41246
Change 3295913 on 2017/02/09 by Dan.Oconnor
Back out reinstancer optimization, failing to find a reference and it's causing a crash when a component is renamed
#jira UE-41843
Change 3297279 on 2017/02/10 by Dan.Oconnor
SA fix
Change 3297587 on 2017/02/10 by Mike.Beach
Temporarily disabling a spurious warning that gets triggered in Fortnite, when correctly excluding client-only Blueprints.
#jira UE-41880
Change 3298078 on 2017/02/10 by Dan.Oconnor
Try to suppress confused SA warning
[CL 3298251 by Mike Beach in Main branch]
2017-02-10 19:50:34 -05:00
|
|
|
return IsEditable() ? LOCTEXT("Generate", "Generate") : LOCTEXT("Regenerate", "Regenerate");
|
2014-10-27 07:57:32 -04:00
|
|
|
}
|
|
|
|
|
|
2015-03-23 14:35:43 -04:00
|
|
|
FText GetClassName() const
|
|
|
|
|
{
|
|
|
|
|
return GeneratedCodeData.IsValid() ? FText::FromString(GeneratedCodeData->ClassName) : FText::GetEmpty();
|
|
|
|
|
}
|
|
|
|
|
|
2014-10-27 07:57:32 -04:00
|
|
|
public:
|
|
|
|
|
|
|
|
|
|
void Construct(const FArguments& InArgs)
|
|
|
|
|
{
|
|
|
|
|
GeneratedCodeData = InArgs._GeneratedCodeData;
|
|
|
|
|
bSaved = false;
|
|
|
|
|
WeakParentWindow = InArgs._ParentWindow;
|
|
|
|
|
|
|
|
|
|
ChildSlot
|
|
|
|
|
[
|
|
|
|
|
SNew(SBorder)
|
|
|
|
|
.Padding(4.f)
|
|
|
|
|
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
|
|
|
|
|
[
|
|
|
|
|
SNew(SVerticalBox)
|
|
|
|
|
+ SVerticalBox::Slot()
|
|
|
|
|
.Padding(4.0f)
|
|
|
|
|
.AutoHeight()
|
2015-03-23 14:35:43 -04:00
|
|
|
[
|
|
|
|
|
SNew(STextBlock)
|
|
|
|
|
.Text(LOCTEXT("ClassName", "Class Name"))
|
|
|
|
|
]
|
|
|
|
|
+ SVerticalBox::Slot()
|
|
|
|
|
.Padding(4.0f)
|
|
|
|
|
.AutoHeight()
|
|
|
|
|
[
|
2015-07-22 06:25:54 -04:00
|
|
|
SNew(STextBlock)
|
2015-03-23 14:35:43 -04:00
|
|
|
.Text(this, &SNativeCodeGenerationDialog::GetClassName)
|
|
|
|
|
]
|
|
|
|
|
+ SVerticalBox::Slot()
|
|
|
|
|
.Padding(4.0f)
|
|
|
|
|
.AutoHeight()
|
2014-10-27 07:57:32 -04:00
|
|
|
[
|
|
|
|
|
SNew(STextBlock)
|
2015-01-07 09:52:40 -05:00
|
|
|
.Text(LOCTEXT("HeaderPath", "Header Path"))
|
2014-10-27 07:57:32 -04:00
|
|
|
]
|
|
|
|
|
+ SVerticalBox::Slot()
|
|
|
|
|
.Padding(4.0f)
|
|
|
|
|
.AutoHeight()
|
|
|
|
|
[
|
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3077573 on 2016/08/04 by Nick.Darnell
Removing some unused code, adding additional needed modules to editor tests.
#rb none
Change 3077580 on 2016/08/04 by Nick.Darnell
Removing the test plugins, going to be recreating them in EngineTest.
Change 3082659 on 2016/08/09 by Nick.Darnell
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.
#rb none
Change 3082766 on 2016/08/09 by Jamie.Dale
Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings
ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.
#jira UE-33971
#rb James.Hopkin
Change 3083067 on 2016/08/09 by Nick.Darnell
Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.
#rb none
Change 3084475 on 2016/08/10 by Richard.TalbotWatkin
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
#codereview Matt.Kuhlenschmidt
#rb none
Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt
Added grayscale texture importing support
#rb none
Change 3084774 on 2016/08/10 by Cody.Albert
Adding controller support for ComboBox widget
#jira UE-33826
#rb nick.darnell
Change 3085716 on 2016/08/11 by Nick.Darnell
UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
#rb none
Change 3085733 on 2016/08/11 by Nick.Darnell
UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.
#rb none
Change 3085734 on 2016/08/11 by Nick.Darnell
Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.
#rb none
Change 3085736 on 2016/08/11 by Nick.Darnell
Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.
#rb none
Change 3085737 on 2016/08/11 by Nick.Darnell
Editor - code organization.
#rb none
Change 3085875 on 2016/08/11 by Nick.Darnell
UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer.
#rb none
Change 3086209 on 2016/08/11 by Ben.Salem
Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
#rb adric.worley, william.ewen
Change 3086515 on 2016/08/11 by Nick.Darnell
Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case.
#rb Matt.Kuhlenschmidt
Change 3087216 on 2016/08/12 by Jamie.Dale
Fixed an issue where re-scanning a package file may leave old assets in the asset registry
We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).
#rb Andrew.Rodham
Change 3087219 on 2016/08/12 by Jamie.Dale
Updated TextRenderComponent to support multiple font pages
It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).
#rb Matt.Kuhlenschmidt
Change 3087308 on 2016/08/12 by Alex.Delesky
#jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added.
#rb Matt.Kuhlenschmidt
Change 3089140 on 2016/08/15 by Jamie.Dale
We now abort a directory watch if we lose access to the directory in question
This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.
#jira UE-30172
#rb Andrew.Rodham
Change 3089148 on 2016/08/15 by Alexis.Matte
Allow fbx export of any actor type.
#rb none
#codereview dmitriy.dyomin
Change 3089211 on 2016/08/15 by Jamie.Dale
Unified access to the parent window for external dialogs
A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.
You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.
#rb Andrew.Rodham
Change 3089640 on 2016/08/15 by Jamie.Dale
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc
#rb none
Change 3089661 on 2016/08/15 by Nick.Darnell
Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see.
#rb none
Change 3089667 on 2016/08/15 by Cody.Albert
Updating RoutePointerUpEvent to call OnDrop for touch events when dragging
#jira UE-34709
#rb nick.darnell
Change 3089694 on 2016/08/15 by Jamie.Dale
Applied a fix to the ExcludeClasses setting in the loc gather
#rb none
Change 3089889 on 2016/08/15 by Nick.Darnell
Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.
#rb none
Change 3090256 on 2016/08/16 by Nick.Darnell
Automation - working on screenshots.
#rb none
Change 3090322 on 2016/08/16 by Nick.Darnell
Automation - Adding modified screenshot function.
#rb none
Change 3090335 on 2016/08/16 by Nick.Darnell
Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins.
#rb none
Change 3090881 on 2016/08/16 by Nick.Darnell
Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.
#rb none
Change 3090884 on 2016/08/16 by Nick.Darnell
Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.
#rb none
Change 3090911 on 2016/08/16 by Nick.Darnell
Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.
#rb none
Change 3090913 on 2016/08/16 by Jamie.Dale
Optimization and usability improvements of the MemoryProfiler2 tool
- Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
- The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
- The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
- The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.
- Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
#jira UETOOL-948
#jira UETOOL-949
#rb James.Hopkin
Change 3090962 on 2016/08/16 by Jamie.Dale
Fixed double assignment of filter functions
#rb none
Change 3090989 on 2016/08/16 by Nick.Darnell
Editor - Attempting to fix the build, non-unity issue I suspect.
#rb none
Change 3091754 on 2016/08/17 by Nick.Darnell
FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.
#rb none
#codereview Alexis.Matte
Change 3091758 on 2016/08/17 by Nick.Darnell
Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.
#rb none
#codereview Nick.Atamas,Matt.Kuhlenschmidt
Change 3091829 on 2016/08/17 by Nick.Darnell
Build - Attempting to repair the build.
#rb none
Change 3091920 on 2016/08/17 by Nick.Darnell
Build - Another attempt at fixing the mac build.
#rb none
Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt
Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying
#rb none
Change 3094474 on 2016/08/19 by Jamie.Dale
Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled
#jira UETOOL-951
#rb James.Hopkin
Change 3094581 on 2016/08/19 by Jamie.Dale
Added missing allocator filter needed by PS4 profiles
#rb none
Change 3094681 on 2016/08/19 by Richard.TalbotWatkin
Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
#rb none
Change 3095163 on 2016/08/19 by Trung.Le
#jira UE-20849: Added tooltips to the inputs of the Material final result node
#rb matt.kuhlenschmidt
Change 3095285 on 2016/08/19 by Trung.Le
#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
#rb none
Change 3095344 on 2016/08/19 by Alexis.Matte
#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).
#rb none
#codereview matt.kuhlenschmidt
Change 3096162 on 2016/08/22 by Alexis.Matte
#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
#rb none
#codereview matt.kuhlenschmidt
Change 3096261 on 2016/08/22 by Alexis.Matte
#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.
#rb lina.halper
#codereview lina.halper
Change 3096344 on 2016/08/22 by Jamie.Dale
NSString conversion fix for UTF-32 strings containing characters outside of the BMP
#jira UE-33971
#rb Peter.Sauerbrei, James.Hopkin
Change 3096605 on 2016/08/22 by Alex.Delesky
#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.
#rb Matt.Kuhlenschmidt
Change 3096615 on 2016/08/22 by Alex.Delesky
#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.
#rb Matt.Kuhlenschmidt
Change 3096619 on 2016/08/22 by Alex.Delesky
#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.
#rb Matt.Kuhlenschmidt
Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2729: Fix a typo in the comment (Contributed by adcentury)
#rb none
Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2726: Undef unused macros (Contributed by shrimpy56)
#rb none
Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt
Guard against crash when details panels rebuild when their customizations have been torn down
https://jira.ol.epicgames.net/browse/UE-35048
#rb none
Change 3097757 on 2016/08/23 by Alex.Delesky
#jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap
#rb Matt.Kuhlenschmidt
Change 3098164 on 2016/08/23 by Alexis.Matte
#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
#rb none
#codereview matt.kuhlenschmidt
Change 3098502 on 2016/08/23 by Alexis.Matte
#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
#rb none
#codereview matt.kuhlenschmidt
Change 3099986 on 2016/08/24 by Jamie.Dale
Fixing non-editor builds
#rb none
Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt
Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)
#rb none
Change 3101280 on 2016/08/25 by Jamie.Dale
Fixed crash when counting memory over internationalization meta-data
- The serialization code only used to handle loading or saving, now it handles loading or not loading.
- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.
#rb James.Hopkin
Change 3101283 on 2016/08/25 by Jamie.Dale
MProf2 platform and symbol parsing improvements
- Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
- Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
- Removed all the V3 file format support and legacy platform handling.
- Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.
#rb James.Hopkin
Change 3101586 on 2016/08/25 by Jamie.Dale
Small code cleanup and path normalization
#rb James.Hopkin
Change 3101837 on 2016/08/25 by Alexis.Matte
#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
#rb none
#codereview matt.kuhlenschmidt
Change 3102537 on 2016/08/26 by Jamie.Dale
Fix for potential crash in FICUCamelCaseBreakIterator
In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.
#rb James.Hopkin
Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt
Log the freetype version when it starts up (for debugging purposes)
#rb none
Change 3102657 on 2016/08/26 by Alexis.Matte
#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
#review-3101585 @uriel.doyon
#rb matt.kuhlenschmidt
Change 3102704 on 2016/08/26 by Jamie.Dale
Added symbol meta-data support to MProf2
You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.
PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.
#rb James.Hopkin
Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt
Added support for outline fonts
- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
#rb jamie.dale
Change 3102879 on 2016/08/26 by Jamie.Dale
Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files
#rb none
Change 3102960 on 2016/08/26 by Alexis.Matte
build fix
#rb none
Change 3103032 on 2016/08/26 by Jamie.Dale
Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting
#jira UE-34936
#rb Matt.Kuhlenschmidt
Change 3103278 on 2016/08/26 by Jamie.Dale
Fixing Clang warnings
#rb none
Change 3104211 on 2016/08/29 by Ben.Marsh
Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.
#rb none
Change 3104290 on 2016/08/29 by Alex.Delesky
Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.
#rb Matt.Kuhlenschmidt
Change 3104292 on 2016/08/29 by Alex.Delesky
#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.
#rb Matt.Kuhlenschmidt
Change 3104294 on 2016/08/29 by Alex.Delesky
#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget
#rb Matt.Kuhlenschmidt
Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt
PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)
#rb none
Change 3104296 on 2016/08/29 by Alex.Delesky
#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.
#rb Matt.Kuhlenschmidt
Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt
Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out.
#rb none
Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt
Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it.
#rb none
#jira UE-31865
Change 3104396 on 2016/08/29 by Ben.Marsh
Fix incrorrect agent names for running automated tests
Change 3104610 on 2016/08/29 by Alex.Delesky
Fix for AutomationTool compile editor from changes introduced today.
#rb None
Change 3104611 on 2016/08/29 by Michael.Dupuis
#jira UETOOL-253
#rb Alexis.Matte
Change 3105826 on 2016/08/30 by Gareth.Martin
Added console variables to discard grass and/or scalable foliage data on load
#jira UE-35086
#rb Benn
Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt
Eliminated bad code duplication between retainer widgets and element batcher
#rb none
#codereview nick.darnell
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
#rb Alexis.Matte
Change 3106966 on 2016/08/30 by Jamie.Dale
Fixed FApp::IsAuthorizedUser not considering the SessionOwner override
#rb Max.Preussner
Change 3107687 on 2016/08/31 by Michael.Dupuis
Checkout/Make Writable on proper config file
#rb Matt Kuhlenschmidt
Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt
Fixed mode typos in the lerp instruction
#rb none
Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt
Logging and guard against UEditorEngine::TeardownPlaySession crash.
#rb none
https://jira.ol.epicgames.net/browse/UE-35325
Change 3107912 on 2016/08/31 by Alex.Delesky
#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.
#rb Matt.Kuhlenschmidt
Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt
Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.
#rb none
Change 3108027 on 2016/08/31 by Chris.Wood
Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".
#rb none - just a comment in a cpp file
#codereview wes.hunt
Change 3108580 on 2016/08/31 by Mike.Fricker
Deleted the "Live Editor" plugins from UE4
- These were undocumented, buggy and never finished, and we have no plans to complete them
- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files
#codereview matt.kuhlenschmidt
#rb matt.kuhlenschmidt
Change 3108604 on 2016/08/31 by Mike.Fricker
Added new "MIDI Device" plugin (disabled by default)
- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer
- Currently only input is supported. In the future we might allow for output, as well.
- In Blueprints, here's how to use it:
- Look for "MIDI Device Manager" in the Blueprint RMB menu
- Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available.
- Then call "Create MIDI Device Controller" for the device you want. Store that in a variable.
- On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive.
- Process the data passed into the Event to make your project do stuff!
- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)
#codereview matt.kuhlenschmidt
#rb none
Change 3108760 on 2016/08/31 by Alexis.Matte
#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
#rb none
#codereview matt.kuhlenschmidt
Change 3109006 on 2016/08/31 by Alex.Delesky
#ignore Source Control rename test - initial commit
Change 3109044 on 2016/08/31 by Alex.Delesky
#ignore Testing asset rename from P4 to observe correct behavior.
#rb none
Change 3109048 on 2016/08/31 by Alex.Delesky
#ignore Testing P4 rename to identify correct behavior
#rb none
Change 3110044 on 2016/09/01 by Gareth.Martin
Fixed painting foliage on blocking "query" actors not working
#jira UE-33852
#rb Allan.Bentham
Change 3110133 on 2016/09/01 by Alexis.Matte
Fix crash in function GetForceRecompileTextureIdsHash
#rb none
#codereview jamie.dale
Change 3111848 on 2016/09/02 by Mike.Fricker
MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
- Fixed bad enum cast
#rb none
Change 3111995 on 2016/09/02 by Michael.Dupuis
#jira UE-35263
Do not try selecting the actor if the actor is in the blueprint
Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process
#rb Alexis Matte
Change 3112280 on 2016/09/02 by Michael.Dupuis
Call MakeWritable if source control fail
#rb Alexis Matte
Change 3112335 on 2016/09/02 by Cody.Albert
Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode
#jira UE-35306
#rb none
Change 3112478 on 2016/09/02 by Alexis.Matte
#jira UE-20059 Use a base material to import fbx material.
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#1468 Github pull request number
Change 3113912 on 2016/09/06 by Michael.Dupuis
#jira UE-32288 Fixed Console params display
#rb Alexis Matte
Change 3114026 on 2016/09/06 by Alex.Delesky
#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.
#rb Matt.Kuhlenschmidt
Change 3114032 on 2016/09/06 by Alex.Delesky
PR #2733: Improved the project launcher progress page (Contributed by projectgheist)
#jira UE-34027
#rb Matt.Kuhlenschmidt
Change 3114034 on 2016/09/06 by Alex.Delesky
#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable
#rb Matt.Kuhlenschmidt
Change 3114071 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114109 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114562 on 2016/09/06 by Nick.Darnell
Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.
#rb none
Change 3114701 on 2016/09/06 by Michael.Dupuis
#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
#rb Alexis Matte
Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt
Prevent non-thread safe slate code from running on the slate loading thread
#rb none
Change 3115698 on 2016/09/07 by Nick.Darnell
Make sure the commands are available - during functional testing that was found to not always be the case.
#rb none
Change 3115719 on 2016/09/07 by Nick.Darnell
Adding an IsRegistered command to commands.
#rb none
Change 3115721 on 2016/09/07 by Nick.Darnell
Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.
#rb none
Change 3115722 on 2016/09/07 by Nick.Darnell
IsBindWidgetProperty now returns false if the property passed in is null.
#rb none
Change 3115734 on 2016/09/07 by Alexis.Matte
#jira UE-30166 Support fbx sdk 2017
#rb none
Change 3115737 on 2016/09/07 by Nick.Darnell
Adding an image comparer for screenshots. Removing some content from EngineTest.
#rb none
Change 3115743 on 2016/09/07 by Nick.Darnell
Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing!
#rb none
Change 3115748 on 2016/09/07 by Nick.Darnell
Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.
#rb none
Change 3115789 on 2016/09/07 by Jamie.Dale
We now favor Traditional Chinese for Hong Kong and Macau
#rb James.Hopkin
Change 3115799 on 2016/09/07 by Jamie.Dale
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped
#rb James.Hopkin
Change 3115826 on 2016/09/07 by Nick.Darnell
Adding missing files.
#rb none
Change 3115838 on 2016/09/07 by Nick.Darnell
Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
#rb none
Change 3116007 on 2016/09/07 by Alexis.Matte
build fix
#rb none
Change 3116057 on 2016/09/07 by Jamie.Dale
Fixed widget snapshot messages so they appear in the message debugger
#rb none
Change 3116112 on 2016/09/07 by Nick.Darnell
Removing the FbxAutomationBuilder file that go recreated on a merge from main.
#rb none
Change 3116365 on 2016/09/07 by Michael.Dupuis
#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
#codereview Matt.Kuhlenschmidt
#rb Alexis.Matte
Change 3116622 on 2016/09/07 by Alexis.Matte
#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
#rb matt.kuhlenschmidt
Change 3116638 on 2016/09/07 by Jamie.Dale
Ensured that manifests and archives don't try and load data that they can't parse
#rb none
Change 3117397 on 2016/09/08 by Gareth.Martin
Added rotate and blend support to the landscape mirror tool
#jira UE-34829
#rb Jack.Porter
Change 3117459 on 2016/09/08 by Gareth.Martin
Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
#jira UE-35301
#rb Jack.Porter
Change 3117462 on 2016/09/08 by Gareth.Martin
Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
#jira UE-35494
#rb Benn.Gallagher
Change 3117583 on 2016/09/08 by Nick.Darnell
Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.
#rb none
Change 3117595 on 2016/09/08 by Nick.Darnell
Updating the build script for AutomatedTests, going to see if this works!
#rb none
Change 3117808 on 2016/09/08 by Nick.Darnell
Adding header includes for async.
#rb none
Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt
Partially taken from Pr 2381
Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.
#rb none
Change 3117851 on 2016/09/08 by Jamie.Dale
Silenced some redundant P4 errors that could be generated when running a stat update on a file
Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.
#rb Ben.Marsh
#codereview Thomas.Sarkanen
Change 3117853 on 2016/09/08 by Gareth.Martin
Clean up landscape includes and PCH
#rb steve.robb
Change 3117859 on 2016/09/08 by Alex.Delesky
#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.
#rb Nick.Darnell
Change 3117997 on 2016/09/08 by Nick.Darnell
Updating the automation tests build script to use Editor-Cmd
#rb none
Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt
Properly reference graph node on material expressions so they are not GC'd while an expression still uses them
#jira UE-35362
#rb none
Change 3118043 on 2016/09/08 by Alex.Delesky
#jira UE-30649 - Removed unnecessary returns from UWidget API.
PR #2377: fix widget bug. (Contributed by dorgonman)
#rb none
Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt
Guard against crash saving config during level editor shutdown
#rb none
#jira UE-35605
Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt
PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)
#rb none
Change 3118078 on 2016/09/08 by Michael.Dupuis
#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
#rb Alexis.Matte
Change 3118080 on 2016/09/08 by Michael.Dupuis
#jira UE-31131 Do not show a contextual menu if the menu is empty
#rb Alexis.Matte
Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt
Constify this method
#rb none
Change 3118166 on 2016/09/08 by Nick.Darnell
Trying additional command options for the build machine for automation.
#rb none
Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt
Fix actor delete during mesh paint not working during undo
#rb none
#jira UE-35684
Change 3118298 on 2016/09/08 by Alexis.Matte
#jira UE-35302 Export all LODs for static mesh when there is no force LOD
#rb uriel.doyon
Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt
Fixed reset to default not appearing for slate brushes
#rb none
#jira UE-34958
Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt
Guard against crash with an invalid world trying to be opened from the content browser
#rb none
https://jira.ol.epicgames.net/browse/UE-35712
Change 3119433 on 2016/09/09 by Nick.Darnell
Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.
#rb Matt.Kuklenschmidt
#jira UE-35789
Change 3119448 on 2016/09/09 by Alex.Delesky
When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.
#rb Nick.Darnell
Change 3119522 on 2016/09/09 by Jamie.Dale
Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true
#rb Matt.Kuhlenschmidt
Change 3119528 on 2016/09/09 by Jamie.Dale
Some UI re-work to the localization dashboard
This makes a better use of the available space, and will make it easier to make some other planned changes in the future.
#rb James.Hopkin
Change 3119861 on 2016/09/09 by Michael.Dupuis
#jira UE-9284 Added the Play/Stop button on the thumbnail
#rb Alexis.Matte
Change 3120027 on 2016/09/09 by Alexis.Matte
incorporate some fixes from licensee for LOD group re-import workflow
#jira UE-32268
#rb uriel.doyon
#codereview matt.kuhlenschmidt
Change 3120845 on 2016/09/12 by Gareth.Martin
Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
#jira UE-35850
#rb Allan.Bentham
Change 3120980 on 2016/09/12 by Nick.Darnell
Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager.
#rb none
Change 3120992 on 2016/09/12 by Alex.Delesky
#jira UE-35575 - TScriptInterface UProperties now have asset picker support.
#rb Matt.Kuhlenschmidt
Change 3121074 on 2016/09/12 by Michael.Dupuis
#jira UE-30092
Added path length in error message when typing
Added display of current filepath lenght for cooking
#rb Alexis.Matte
Change 3121113 on 2016/09/12 by Nick.Darnell
Adding some placeholder examples to show people how to author tests in EngineTest.
#rb none
Change 3121152 on 2016/09/12 by Gareth.Martin
Added TElementType, TIsContiguousContainer traits
Added GetData(), GetNum() generic functions
#rb Steve.Robb
Change 3121702 on 2016/09/12 by Jamie.Dale
Optimized a loop over a sorted list to instead use a binary search
This speeds up the short-lived allocation view generation.
We also now dump the exception information to the Trace log when in a non-debug build.
#rb James.Hopkin
Change 3121721 on 2016/09/12 by Jamie.Dale
We now set the window mode first when resizing the game viewport to ensure that the work area is correct
Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.
#jira UE-32842
#rb Matt.Kuhlenschmidt
Change 3122578 on 2016/09/13 by Jamie.Dale
Small code clean up
Removed a use of the placement new style array addition.
#rb none
Change 3122634 on 2016/09/13 by Jamie.Dale
We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick
#jira UE-34865
#rb James.Hopkin
Change 3122656 on 2016/09/13 by Jamie.Dale
Fixed array combo button not focusing its contents, which prevented the menu closing correctly
#jira UE-33667
#rb none
Change 3122661 on 2016/09/13 by Nick.Darnell
Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.
#rb none
Change 3122678 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before USTRUCT can be used.
#rb none
Change 3122686 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before UCLASS can be used.
#rb none
Change 3122728 on 2016/09/13 by Nick.Darnell
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
#jira UE-35167
#rb none
Change 3122775 on 2016/09/13 by Nick.Darnell
Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.
#rb none
Change 3122779 on 2016/09/13 by Nick.Darnell
Widgetnimation - Exposing more of the class to C++.
#rb none
Change 3122793 on 2016/09/13 by Nick.Darnell
Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.
#jira UE-35796
#rb none
Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed crash undoing moves after bsp creation
https://jira.ol.epicgames.net/browse/UE-35880
#rb none
Change 3122835 on 2016/09/13 by Nick.Darnell
Reverting changes to WIdgetAnimation
#rb none
Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed non-editor compile error
#rb none
Change 3122988 on 2016/09/13 by Alexis.Matte
Material workflow refactor
#jira UETOOL-774
#rb matt.kuhlenschmidt
Change 3123006 on 2016/09/13 by Jamie.Dale
Fixed dynamic collections not returning anything
#jira UE-35869
#rb James.Hopkin
Change 3123145 on 2016/09/13 by Alexis.Matte
Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
#jira UE-32268
#rb none
#codereview matt.kuhlenschmidt
Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt
Fix fortnite compile error
#rb alexis.matte
Change 3123208 on 2016/09/13 by Jamie.Dale
The 'find culprit' dialog now honors the user choice
#rb RichTW
Change 3123545 on 2016/09/13 by Nick.Darnell
Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.
#rb none
Change 3124494 on 2016/09/14 by Jamie.Dale
Added ~ to the list of invalid characters for object/package names
#jira UE-12908
#rb Matt.Kuhlenschmidt
Change 3124513 on 2016/09/14 by Gareth.Martin
Implemented filter to allow painting foliage on other foliage
- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
#rb Allan.Bentham
#2472
Change 3124523 on 2016/09/14 by Jamie.Dale
PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)
#jira UE-34811
#jira UE-32082
#rb none
Change 3124607 on 2016/09/14 by Nick.Darnell
UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.
#jira UE-35667
#rb none
Change 3124785 on 2016/09/14 by Gareth.Martin
Made some foliage functions editor-only to fix non-editor build
#rb none
Change 3124795 on 2016/09/14 by Gareth.Martin
Saved/loaded the new foliage filter
#rb Allan.Bentham
#2472
Change 3124915 on 2016/09/14 by Michael.Dupuis
#jira UE-19511
Add support for Add to source control on DefaultEditorPerProjectUserSettings file
Remove CheckoutNotice when not editing a DefaultXXXX.ini file
Edit proper config file either we're modifying settings from a Default file or Local user file
#codereview Matt.Kuhlenschmidt Max.Preussner
#rb Alexis.Matte
Change 3125266 on 2016/09/14 by Jamie.Dale
Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong
#rb none
Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt
Fix crash when using SaveAs to save over top of an existing level
#rb none
https://jira.ol.epicgames.net/browse/UE-35919
https://jira.ol.epicgames.net/browse/UE-35921
Change 3125487 on 2016/09/14 by Alexis.Matte
Fix cook content, regression induce by the material workflow refactor
#rb matt.kuhlenschmidt
Change 3126217 on 2016/09/15 by Gareth.Martin
Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
#rb Allan.Bentham
Change 3126311 on 2016/09/15 by Jamie.Dale
Placement mode fixes
- The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
- Ensured that the ID used by FPlaceableItem could never overflow.
- Fixed some types being missing from the "All Classes" list.
- Fixed the escape key not cancelling the search.
#jira UE-35972
#rb James.Hopkin
Change 3126325 on 2016/09/15 by Jamie.Dale
Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.
#rb Andrew.Rodham
Change 3126403 on 2016/09/15 by Gareth.Martin
Added Find and Contains functions to TBitArray
#rb Steve.Robb
Change 3126405 on 2016/09/15 by Gareth.Martin
Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
- Just like regular instanced mesh components!
Also fixed not being able to move instances of an instanced mesh component when it is the root component
Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
#jira UE-29357
#rb Allan.Bentham
Change 3126444 on 2016/09/15 by Jamie.Dale
Fixed the loc dashboard configs not working with SCC
This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.
#rb none
Change 3126446 on 2016/09/15 by Jamie.Dale
Fixed loc dashboard game and engine targets sharing the same expansion settting
#rb none
Change 3126555 on 2016/09/15 by Chris.Wood
Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows
#rb Steve.Robb
Change 3126586 on 2016/09/15 by Gareth.Martin
Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
#jira UE-35873
#rb Jack.Porter
Change 3126610 on 2016/09/15 by Jamie.Dale
Stopped PS4 from always staging all ICU data files
#rb Marcus.Wassmer
Change 3126779 on 2016/09/15 by Michael.Dupuis
#jira UE-32914 Improve the help text to provide usage examples and params
#rb Alexis.Matte
Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt
Fix font material and outline font material not being animatable in sequencer
#rb frank.fella
Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt
File not saved
#rb none
Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt
Fixed reset to default state still not appearing in all cases after changing a property.
#rb none
Change 3127038 on 2016/09/15 by Nick.Darnell
UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.
#rb none
Change 3127061 on 2016/09/15 by Nick.Darnell
Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children.
#jira UE-35726
#rb Matt.Kuchlenschmidt
Change 3127205 on 2016/09/15 by Alex.Delesky
#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.
#rb Nick.Darnell
Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt
Fix crash in scene outliner if actors become invalid
#rb none
https://jira.ol.epicgames.net/browse/UE-35932
Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt
Added guards for crashes accessing slate resources for deleted uobjects
#rb nick.darnell
Change 3128067 on 2016/09/16 by Michael.Dupuis
#jira UE-34158 Add an option to auto expand advanced details
#rb Alexis.Matte
Change 3128073 on 2016/09/16 by Michael.Dupuis
#jira UE-1145
Set Save As to Ctrl + Alt + S
Set Save All to Ctrl + Shift + S
Set Save Current to Ctrl + S
#rb Alexis.Matte
Change 3128117 on 2016/09/16 by Jamie.Dale
Updated the pin-type filter combo to filter on both the localized and source type descriptions
#jira UE-36081
#rb none
Change 3128177 on 2016/09/16 by Alexis.Matte
#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.
#rb michael.dupuis
#codereview matt.kuhlenschmidt
Change 3128387 on 2016/09/16 by Gareth.Martin
Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
#jira UE-36093
#rb none
Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt
Guard against scene outliner crash. Print out tree when items appear twice.
https://jira.ol.epicgames.net/browse/UE-35935
#rb none
Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt
Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget
#rb none
Change 3128482 on 2016/09/16 by Michael.Dupuis
Added new key binding for generic Save, Save As
Added new key binding for Save All for the content browser
#rb Alexis.Matte (approved by MattK)
Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt
Fix build warning
#codereview nick.darnell
#rb none
Change 3128642 on 2016/09/16 by Alexis.Matte
#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
#rb none
#codereview matt.kuhlenschmidt
Change 3128733 on 2016/09/16 by Nick.Darnell
UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.
#jira UE-36105
#rb none
Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt
Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor
#rb none
Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt
Fix offset characters on some small fonts
#rb none
Change 3130057 on 2016/09/19 by Jamie.Dale
Fixing volatility and invalidation issues for text widgets
#jira UE-33988
#rb Nick.Darnell
Change 3130064 on 2016/09/19 by Jamie.Dale
Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly
#rb James.Hopkin
Change 3130233 on 2016/09/19 by Michael.Dupuis
#jira UE-32914 Added missing args that the UI supported
#rb Alexis.Matte
Change 3130265 on 2016/09/19 by Nick.Darnell
Automation - Cleaning up some API items.
#rb none
Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt
Fix reentrancy saving assets while a prompt for checkout dialog is open
#rb none
Change 3130398 on 2016/09/19 by Jamie.Dale
Fixing UHT error when building
#rb none
Change 3132101 on 2016/09/20 by Nick.Darnell
UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.
#rb none
Change 3132110 on 2016/09/20 by Nick.Darnell
PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)
#jira UE-13770
#rb Nick.Darnell
Change 3132111 on 2016/09/20 by Nick.Darnell
UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.
#rb none
Change 3132138 on 2016/09/20 by Michael.Dupuis
#jira UE-30945 Added missing PostEditComponentMove after drag is finished
#rb Alexis.Matte
Change 3132147 on 2016/09/20 by Michael.Dupuis
#jira UE-30866 Fixed the filter to work properly
#rb Alexis.Matte
Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
#rb none
Change 3132231 on 2016/09/20 by Nick.Darnell
Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.
#jira UE-33285
#rb none
Change 3132255 on 2016/09/20 by Alex.Delesky
#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.
#rb Matt.Kuhlenschmidt
Change 3132587 on 2016/09/20 by Mike.Fricker
MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
#rb none
#lockdown matt.kuhlenschmidt
Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt
Fix crash opening the cooker settings
https://jira.it.epicgames.net/browse/UE-36197
#rb none
#lockdown nick.darnell
Change 3133144 on 2016/09/20 by Nick.Darnell
Build configuration for automation tests.
#rb none
#lockdown matt.kuhlenschmidt
Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt
Fix default material on odin text
#rb none
#lockdown nick.darnell
Change 3133913 on 2016/09/21 by Nick.Darnell
Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp
#rb none
#jira UE-36231
#lockdown matt.kuhlenschmidt
[CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
|
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SAssignNew(HeaderDirectoryBrowser, SDirectoryPicker)
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2014-10-27 07:57:32 -04:00
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.Directory(FGeneratedCodeData::DefaultHeaderDir())
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.File(GeneratedCodeData->HeaderFileName())
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.Message(LOCTEXT("HeaderDirectory", "Header Directory"))
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.IsEnabled(this, &SNativeCodeGenerationDialog::IsEditable)
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]
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+ SVerticalBox::Slot()
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.Padding(4.0f)
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.AutoHeight()
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[
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SNew(STextBlock)
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2015-01-07 09:52:40 -05:00
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.Text(LOCTEXT("SourcePath", "Source Path"))
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2014-10-27 07:57:32 -04:00
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]
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+ SVerticalBox::Slot()
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.Padding(4.0f)
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.AutoHeight()
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[
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Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3133954)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3077573 on 2016/08/04 by Nick.Darnell
Removing some unused code, adding additional needed modules to editor tests.
#rb none
Change 3077580 on 2016/08/04 by Nick.Darnell
Removing the test plugins, going to be recreating them in EngineTest.
Change 3082659 on 2016/08/09 by Nick.Darnell
Automation - Presets are now stored in json files stored in Config so they can be shared, and human readable. Working on screenshot automation, getting it where it needs to be to permit us to have repeatable tests for comarison. Removing the option to not take full size screenshots, that defeats the purpose of being able to compare them.
#rb none
Change 3082766 on 2016/08/09 by Jamie.Dale
Fixed crashes when dealing with code-points outside the BMP on platforms with UTF-32 FStrings
ICU always deals with its offsets as UTF-16 (as it always uses UTF-16 internally with icu::UnicodeString), so there were a couple of places in code (break iteration, and bidi detection) where we needed to adjust those UTF-16 offsets to UTF-32 offsets in the case where FString is UTF-32.
#jira UE-33971
#rb James.Hopkin
Change 3083067 on 2016/08/09 by Nick.Darnell
Automation - Working on screenshot support, system now allows a lot more customization in terms of how large the shot is.
#rb none
Change 3084475 on 2016/08/10 by Richard.TalbotWatkin
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
#codereview Matt.Kuhlenschmidt
#rb none
Change 3084661 on 2016/08/10 by Matt.Kuhlenschmidt
Added grayscale texture importing support
#rb none
Change 3084774 on 2016/08/10 by Cody.Albert
Adding controller support for ComboBox widget
#jira UE-33826
#rb nick.darnell
Change 3085716 on 2016/08/11 by Nick.Darnell
UMG - Taking the Widget Component and Widget Interaction Components out of experimental. Removed old importing support for upgrading ancient versions of widget components. Removing parbola distortion, as users can now do whatever they want in their custom MID they can override the widget with.
#rb none
Change 3085733 on 2016/08/11 by Nick.Darnell
UMG - Documenting the meta parameters allowed on widgets, like we do for regular UObjects. For binding widgets from blueprints you can now do BindWidget (unchanged), and to simplify binding widgets optionally, you can now just do (BindWidgetOptional), rather than the combination of BindWidget + OptionalWidget=true. Made generating the Design time wrapper call a little more efficent, by optimizing it away by force inlining a noop. Also added some additional checking when we forcefully set focus in UMG, to help people catch cases where they set focus, but didn't make the widget focusable.
#rb none
Change 3085734 on 2016/08/11 by Nick.Darnell
Texture - Making GetDefaultMipMapBias a bit more efficent in the common case.
#rb none
Change 3085736 on 2016/08/11 by Nick.Darnell
Static Lighting - Warning the user when they build lighting, but have bForceNoPrecomputedLighting set to true on the world settings.
#rb none
Change 3085737 on 2016/08/11 by Nick.Darnell
Editor - code organization.
#rb none
Change 3085875 on 2016/08/11 by Nick.Darnell
UMG - You can now use 'G' to toggle game mode on the designer so that you can disable and enable the dashed lines around containers. The option in the settings is now used as the default when you startup a designer.
#rb none
Change 3086209 on 2016/08/11 by Ben.Salem
Make our automated test pass reporting more robust and pipe out to JSON in \saved\automation\logs\AutomationReport-{CL}-{Timestamp}.json format.
#rb adric.worley, william.ewen
Change 3086515 on 2016/08/11 by Nick.Darnell
Editor - Fixing a crash in the curve table customization. If the row doesn't exist, it would crash, we now protect against that case.
#rb Matt.Kuhlenschmidt
Change 3087216 on 2016/08/12 by Jamie.Dale
Fixed an issue where re-scanning a package file may leave old assets in the asset registry
We didn't used to clear out anything associated with the old package before scanning the file, which could result in old assets being left if they'd since been removed from the package.
This also exposes a PackageDeleted function to allow people to manually clear anything associated with a package (if doing some custom asset work).
#rb Andrew.Rodham
Change 3087219 on 2016/08/12 by Jamie.Dale
Updated TextRenderComponent to support multiple font pages
It used to use the correct UV data, but wouldn't set the correct texture page when rendering. It now creates MIDs for all of the texture pages used by the font, and will use these MIDs (which override the font page on the material) when rendering the text (batched on sequential index/vertex buffer data with the same texture page).
#rb Matt.Kuhlenschmidt
Change 3087308 on 2016/08/12 by Alex.Delesky
#jira UE-14727 - Support for editing TSet properties in the editor's Details panel has been added.
#rb Matt.Kuhlenschmidt
Change 3089140 on 2016/08/15 by Jamie.Dale
We now abort a directory watch if we lose access to the directory in question
This prevents an infinite loop in the call to MsgWaitForMultipleObjectsEx if a watched directory is deleted.
#jira UE-30172
#rb Andrew.Rodham
Change 3089148 on 2016/08/15 by Alexis.Matte
Allow fbx export of any actor type.
#rb none
#codereview dmitriy.dyomin
Change 3089211 on 2016/08/15 by Jamie.Dale
Unified access to the parent window for external dialogs
A lot of places used to ad-hoc use the MainFrame window, even when they had access to a widget that may be belong to a different window. This could cause issues where an external dialog could appear behind a modal UE4 window (as it would appear above the MainFrame), and be inaccessible.
You can now use IMainFrameModule::GetBestParentWindowHandleForDialogs to get the best window handle to use for an external dialog. This will either be the parent window for the given widget (if known), or failing that, the MainFrame window.
#rb Andrew.Rodham
Change 3089640 on 2016/08/15 by Jamie.Dale
Wrapped UMaterialExpression::MenuCategories in WITH_EDITORONLY_DATA to avoid gathering it for game-only loc
#rb none
Change 3089661 on 2016/08/15 by Nick.Darnell
Editor - There's a new view option "Show C++ Classes" in the content browser. Lets you hide all those C++ folders most folks probably don't care to see.
#rb none
Change 3089667 on 2016/08/15 by Cody.Albert
Updating RoutePointerUpEvent to call OnDrop for touch events when dragging
#jira UE-34709
#rb nick.darnell
Change 3089694 on 2016/08/15 by Jamie.Dale
Applied a fix to the ExcludeClasses setting in the loc gather
#rb none
Change 3089889 on 2016/08/15 by Nick.Darnell
Automation - Continued work on the screenshot portion of the automation system. Going to start using the adapter information in the screenshots taken, otherwise we can't accurately test a plethora of devices sharing the same OS, with different capabilities.
#rb none
Change 3090256 on 2016/08/16 by Nick.Darnell
Automation - working on screenshots.
#rb none
Change 3090322 on 2016/08/16 by Nick.Darnell
Automation - Adding modified screenshot function.
#rb none
Change 3090335 on 2016/08/16 by Nick.Darnell
Automation - The tests were determined to need to be shared afterall, but at least keeping them as plugins. Moved to Engine plugins.
#rb none
Change 3090881 on 2016/08/16 by Nick.Darnell
Automation - Moving the content over and fixing up some code so that the AutoRimport tests work as expected.
#rb none
Change 3090884 on 2016/08/16 by Nick.Darnell
Plugins - There's now support for generating a Content Only plugin from the new plugin wizard.
#rb none
Change 3090911 on 2016/08/16 by Nick.Darnell
Feature Packs - If there's an error loading a manifest, it's now an error, not a warning.
#rb none
Change 3090913 on 2016/08/16 by Jamie.Dale
Optimization and usability improvements of the MemoryProfiler2 tool
- Optimized the processing of the Callgraph, Histogram, and Short lived allocations views.
- The callgraph view is now using a virtualized tree view mapped to our own internal tree. This allows us to amortize the cost of adding nodes to the TreeView as the user views the nodes in the tree. In my own test, this took callgraph generation from ~45 seconds to ~5 seconds.
- The Histogram view was vastly optimized via the use of a HashSet on the callstack filter, and the batch addition of unsorted callstacks that are sorted once at the end. In my own test, this took histogram generation from ~15 minutes to ~2 seconds.
- The Short lived allocations view was optimized by avoiding redundant sorting, including maintaining a sorted order while inserting items, and instead doing a final sort at the end. The column selection was also optimized by avoiding copying the entire dataset just to resort it. In my own test, this took short lived allocation generation from ~1 minute to ~3 seconds.
- Added a user-configurable list of allocator functions to trim (which now includes FMemory and operator new by default, and produces much cleaner callstacks).
#jira UETOOL-948
#jira UETOOL-949
#rb James.Hopkin
Change 3090962 on 2016/08/16 by Jamie.Dale
Fixed double assignment of filter functions
#rb none
Change 3090989 on 2016/08/16 by Nick.Darnell
Editor - Attempting to fix the build, non-unity issue I suspect.
#rb none
Change 3091754 on 2016/08/17 by Nick.Darnell
FbxAutomationTestBuilder is now a plugin. Users won't see it unless they've enabled the plugin (so primarily internal QA). Reorganized the automation tools and testing menu to be a bit lower in the main menu, and gave them a more test sounding name. Additionally made some modifications to the workspace menu structure to allow generating just a subset of a workplace menu so that I could target where I wanted to insert all of the automation tool menu items, rather than just allowing the general placement of them under developer tools...etc.
#rb none
#codereview Alexis.Matte
Change 3091758 on 2016/08/17 by Nick.Darnell
Slate / Editor - Trying to make the editor less focus greedy. Now when there are notification popups and tabs attempt to grab your attention we now do a few activation ownership checks to ensure that it or a parent window actually owns activation. Not doing this has the nasty side effect of things like notifications and message log errors that popup while playing the game (if the game is in new window PIE), causing the game to be hidden, and focus returned to the editor. Ran into this a lot running the automation tests, the new PIE window that's launched to run tests is immediately hidden as soon as the tests log a warning or error or a notification about high res screenshots happens.
#rb none
#codereview Nick.Atamas,Matt.Kuhlenschmidt
Change 3091829 on 2016/08/17 by Nick.Darnell
Build - Attempting to repair the build.
#rb none
Change 3091920 on 2016/08/17 by Nick.Darnell
Build - Another attempt at fixing the mac build.
#rb none
Change 3093380 on 2016/08/18 by Matt.Kuhlenschmidt
Ignore group actors when checking for references to other actors when deleting. The check for references is designed for gameplay affecting references which groups are not. Having this show up for groups is annoying
#rb none
Change 3094474 on 2016/08/19 by Jamie.Dale
Fixed PS4 error when building with USE_MALLOC_PROFILER, and optimized symbol name resolution for a build with USE_MALLOC_PROFILER enabled
#jira UETOOL-951
#rb James.Hopkin
Change 3094581 on 2016/08/19 by Jamie.Dale
Added missing allocator filter needed by PS4 profiles
#rb none
Change 3094681 on 2016/08/19 by Richard.TalbotWatkin
Fixed issue where painting override vertex colors on a SpeedTree mesh would cause its wind animation to cease. The OverrideVertexColors vertex factory needed to be registered with the SpeedTree renderer.
#jira UE-32762 - Custom VertexPaint on SpeedTrees interferes with wind animation
#rb none
Change 3095163 on 2016/08/19 by Trung.Le
#jira UE-20849: Added tooltips to the inputs of the Material final result node
#rb matt.kuhlenschmidt
Change 3095285 on 2016/08/19 by Trung.Le
#jira UE-20849 In SGraphNodeMaterialResult, renamed ToolTip to ToolTipWidget so we're not hiding class member
#rb none
Change 3095344 on 2016/08/19 by Alexis.Matte
#jira UE-34690 When using the optionnal matrix to change the scene root node, we have to flush the fbx evaluation engine.
Add also a new option to allow the user to automatically convert the fbx scene to unreal unit (centimeter).
#rb none
#codereview matt.kuhlenschmidt
Change 3096162 on 2016/08/22 by Alexis.Matte
#jira UE-34763 Remove offending no-action combo box entry when the json file is readonly. Also clean up other combo box menu.
#rb none
#codereview matt.kuhlenschmidt
Change 3096261 on 2016/08/22 by Alexis.Matte
#jira UE-33121 Make sure re-import all and import all fix all the issue before starting the job. So it get not interrupt during the process.
#rb lina.halper
#codereview lina.halper
Change 3096344 on 2016/08/22 by Jamie.Dale
NSString conversion fix for UTF-32 strings containing characters outside of the BMP
#jira UE-33971
#rb Peter.Sauerbrei, James.Hopkin
Change 3096605 on 2016/08/22 by Alex.Delesky
#jira UE-34787 - Dropdown menus in standalone programs will now correctly display tooltips if they have any.
#rb Matt.Kuhlenschmidt
Change 3096615 on 2016/08/22 by Alex.Delesky
#jira UE-33334 - Scrolling up on the mouse wheel when using the orbit camera should no longer move away from the orbit point when the camera moves too close to the orbit origin.
#rb Matt.Kuhlenschmidt
Change 3096619 on 2016/08/22 by Alex.Delesky
#jira UE-34084 - Structs containing an enum with a value that contains a whitespace character will now serialize correctly when copied from the Details Panel.
#rb Matt.Kuhlenschmidt
Change 3097644 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2729: Fix a typo in the comment (Contributed by adcentury)
#rb none
Change 3097648 on 2016/08/23 by Matt.Kuhlenschmidt
PR #2726: Undef unused macros (Contributed by shrimpy56)
#rb none
Change 3097697 on 2016/08/23 by Matt.Kuhlenschmidt
Guard against crash when details panels rebuild when their customizations have been torn down
https://jira.ol.epicgames.net/browse/UE-35048
#rb none
Change 3097757 on 2016/08/23 by Alex.Delesky
#jira UE-14727 - Support for editing TMap properties in the editor's Details panel has been added. This change also removes the Duplicate option from TSet elements, and disallows entry of duplicates elements into a TSet or duplicate keys into a TMap
#rb Matt.Kuhlenschmidt
Change 3098164 on 2016/08/23 by Alexis.Matte
#jira UE-34686 Fbx importer bImportMeshesInBoneHierarchy is used also by the animation.
#rb none
#codereview matt.kuhlenschmidt
Change 3098502 on 2016/08/23 by Alexis.Matte
#jira UE-30951 Fbx option dialog, we disable the option to bake pivot if transform vertex position is true
#rb none
#codereview matt.kuhlenschmidt
Change 3099986 on 2016/08/24 by Jamie.Dale
Fixing non-editor builds
#rb none
Change 3101138 on 2016/08/25 by Matt.Kuhlenschmidt
Fixed viewport redraw callback not being called when certian property modifications occur in the details panel (reset to default, array size changes, etc)
#rb none
Change 3101280 on 2016/08/25 by Jamie.Dale
Fixed crash when counting memory over internationalization meta-data
- The serialization code only used to handle loading or saving, now it handles loading or not loading.
- The Type of the meta-data wasn't set by all constructors. For safety it has been removed and replaced with a virtual function that the derived types override.
#rb James.Hopkin
Change 3101283 on 2016/08/25 by Jamie.Dale
MProf2 platform and symbol parsing improvements
- Updated ISymbolParser to work with lazy symbol resolution (handled via the UI when looking at full callstacks).
- Added a PS4 symbol parser which handles performing full file/line resolution for symbols.
- Removed all the V3 file format support and legacy platform handling.
- Optimized FStreamInfo.GetNameIndex so it can be used by the lazy symbol fixup.
#rb James.Hopkin
Change 3101586 on 2016/08/25 by Jamie.Dale
Small code cleanup and path normalization
#rb James.Hopkin
Change 3101837 on 2016/08/25 by Alexis.Matte
#jira UE-35101 we now store the sourceanimationname to retrieve the correct animtrack when re-importing animations
#rb none
#codereview matt.kuhlenschmidt
Change 3102537 on 2016/08/26 by Jamie.Dale
Fix for potential crash in FICUCamelCaseBreakIterator
In platforms with UTF-32 strings, the index returned by FICUTextCharacterIterator may not be in the same range as FString, so we need to call InternalIndexToSourceIndex to ensure that it is.
#rb James.Hopkin
Change 3102582 on 2016/08/26 by Matt.Kuhlenschmidt
Log the freetype version when it starts up (for debugging purposes)
#rb none
Change 3102657 on 2016/08/26 by Alexis.Matte
#jira UE-29177 When re-importing a texture we want to notify materials using this texture so they can recompile the shader.
#review-3101585 @uriel.doyon
#rb matt.kuhlenschmidt
Change 3102704 on 2016/08/26 by Jamie.Dale
Added symbol meta-data support to MProf2
You can now define platform specific meta-data using FPlatformStackWalk::GetSymbolMetaData, which is then stored within the generated .mprof file.
PS4 uses this meta-data to say where the original .self file can be found, so that MProf2 can usually automatically load the .self file without having to bother the user.
#rb James.Hopkin
Change 3102878 on 2016/08/26 by Matt.Kuhlenschmidt
Added support for outline fonts
- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
#rb jamie.dale
Change 3102879 on 2016/08/26 by Jamie.Dale
Bumped the MProf2 version so we can tell which build of the tool can load v6 mprof files
#rb none
Change 3102960 on 2016/08/26 by Alexis.Matte
build fix
#rb none
Change 3103032 on 2016/08/26 by Jamie.Dale
Fixed SEditableText and SMultiLineEditableText not setting the correct foreground color when painting
#jira UE-34936
#rb Matt.Kuhlenschmidt
Change 3103278 on 2016/08/26 by Jamie.Dale
Fixing Clang warnings
#rb none
Change 3104211 on 2016/08/29 by Ben.Marsh
Add build script for automated tests, and create settings file for Dev-Editor which adds an agent pool for running them.
#rb none
Change 3104290 on 2016/08/29 by Alex.Delesky
Adding additional documentation accessible from the editor for TSet and TMap properties, along with a quick clarification on container properties to let the user know what kind of container they're working with.
#rb Matt.Kuhlenschmidt
Change 3104292 on 2016/08/29 by Alex.Delesky
#jira UE-35039 - Command/Control user keybindings will no longer flip-flop when the editor is opened on Mac.
#rb Matt.Kuhlenschmidt
Change 3104294 on 2016/08/29 by Alex.Delesky
#jira UE-34952 - The user will no longer encounter an ensure when setting the value of Period equal to or less than 0 on the circular throbber widget
#rb Matt.Kuhlenschmidt
Change 3104295 on 2016/08/29 by Matt.Kuhlenschmidt
PR #2682: Remove unused bUseDesktopResolutionForFullscreen (Contributed by stfx)
#rb none
Change 3104296 on 2016/08/29 by Alex.Delesky
#jira UE-35160 - The Auto Distance Error for LOD meshes can now be set to any value larger than zero.
#rb Matt.Kuhlenschmidt
Change 3104348 on 2016/08/29 by Matt.Kuhlenschmidt
Added the ability to clear the preview mesh on a material instance. Previously there was no way to null it out.
#rb none
Change 3104355 on 2016/08/29 by Matt.Kuhlenschmidt
Guard against crash with invalid path to the default physical material. Just create a new one if it doesnt exist and warn about it.
#rb none
#jira UE-31865
Change 3104396 on 2016/08/29 by Ben.Marsh
Fix incrorrect agent names for running automated tests
Change 3104610 on 2016/08/29 by Alex.Delesky
Fix for AutomationTool compile editor from changes introduced today.
#rb None
Change 3104611 on 2016/08/29 by Michael.Dupuis
#jira UETOOL-253
#rb Alexis.Matte
Change 3105826 on 2016/08/30 by Gareth.Martin
Added console variables to discard grass and/or scalable foliage data on load
#jira UE-35086
#rb Benn
Change 3106126 on 2016/08/30 by Matt.Kuhlenschmidt
Eliminated bad code duplication between retainer widgets and element batcher
#rb none
#codereview nick.darnell
Change 3106449 on 2016/08/30 by Michael.Dupuis
#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)
#rb Alexis.Matte
Change 3106966 on 2016/08/30 by Jamie.Dale
Fixed FApp::IsAuthorizedUser not considering the SessionOwner override
#rb Max.Preussner
Change 3107687 on 2016/08/31 by Michael.Dupuis
Checkout/Make Writable on proper config file
#rb Matt Kuhlenschmidt
Change 3107736 on 2016/08/31 by Matt.Kuhlenschmidt
Fixed mode typos in the lerp instruction
#rb none
Change 3107830 on 2016/08/31 by Matt.Kuhlenschmidt
Logging and guard against UEditorEngine::TeardownPlaySession crash.
#rb none
https://jira.ol.epicgames.net/browse/UE-35325
Change 3107912 on 2016/08/31 by Alex.Delesky
#jira UE-35181 - Normalizing paths when retrieving absolute filenames for source control operations.
#rb Matt.Kuhlenschmidt
Change 3107986 on 2016/08/31 by Matt.Kuhlenschmidt
Removed PropertyTestObject.h out of UnrealEd.h so you dont have to compile the entire editor when changing this one file.
#rb none
Change 3108027 on 2016/08/31 by Chris.Wood
Re-added lost doc comment for analytics event "Engine.AbnormalShutdown".
#rb none - just a comment in a cpp file
#codereview wes.hunt
Change 3108580 on 2016/08/31 by Mike.Fricker
Deleted the "Live Editor" plugins from UE4
- These were undocumented, buggy and never finished, and we have no plans to complete them
- Both the "LiveEditor" and "LiveEditorListenServer" plugins were deleted, along with related icon files
#codereview matt.kuhlenschmidt
#rb matt.kuhlenschmidt
Change 3108604 on 2016/08/31 by Mike.Fricker
Added new "MIDI Device" plugin (disabled by default)
- This is a simple MIDI interface that allows you to receive MIDI events from devices connected to your computer
- Currently only input is supported. In the future we might allow for output, as well.
- In Blueprints, here's how to use it:
- Look for "MIDI Device Manager" in the Blueprint RMB menu
- Call "Find MIDI Devices" to choose your favorite device. Break the "Found MIDI Device" struct to see what's available.
- Then call "Create MIDI Device Controller" for the device you want. Store that in a variable.
- On your MIDI Device Controller, bind your own Event to the "On MIDI Event" event. This will be called every game Tick when there is at least one new MIDI event to receive.
- Process the data passed into the Event to make your project do stuff!
- This plugin makes use of the "PortMidi" third party library (which already existed in UE4 -- it was used by the now-deprecated 'LiveEditor' plugin)
#codereview matt.kuhlenschmidt
#rb none
Change 3108760 on 2016/08/31 by Alexis.Matte
#jira UE-25840 Fbx export collision mesh, we now export collision: box, sphere, capsule and convex mesh. There is an option in the editor preference to enable the export of collisions, default value is false.
#rb none
#codereview matt.kuhlenschmidt
Change 3109006 on 2016/08/31 by Alex.Delesky
#ignore Source Control rename test - initial commit
Change 3109044 on 2016/08/31 by Alex.Delesky
#ignore Testing asset rename from P4 to observe correct behavior.
#rb none
Change 3109048 on 2016/08/31 by Alex.Delesky
#ignore Testing P4 rename to identify correct behavior
#rb none
Change 3110044 on 2016/09/01 by Gareth.Martin
Fixed painting foliage on blocking "query" actors not working
#jira UE-33852
#rb Allan.Bentham
Change 3110133 on 2016/09/01 by Alexis.Matte
Fix crash in function GetForceRecompileTextureIdsHash
#rb none
#codereview jamie.dale
Change 3111848 on 2016/09/02 by Mike.Fricker
MIDI Device plugin: Fixed compilation error on Clang compilers (Mac, Linux)
- Fixed bad enum cast
#rb none
Change 3111995 on 2016/09/02 by Michael.Dupuis
#jira UE-35263
Do not try selecting the actor if the actor is in the blueprint
Properly Refresh the ToopTip & Hyper Link to take into account blueprint recreation process
#rb Alexis Matte
Change 3112280 on 2016/09/02 by Michael.Dupuis
Call MakeWritable if source control fail
#rb Alexis Matte
Change 3112335 on 2016/09/02 by Cody.Albert
Updating cursor hiding logic to not improperly hide cursor when left clicking in ortho mode
#jira UE-35306
#rb none
Change 3112478 on 2016/09/02 by Alexis.Matte
#jira UE-20059 Use a base material to import fbx material.
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#1468 Github pull request number
Change 3113912 on 2016/09/06 by Michael.Dupuis
#jira UE-32288 Fixed Console params display
#rb Alexis Matte
Change 3114026 on 2016/09/06 by Alex.Delesky
#jira UE-35123 - The Details panel in a Texture editor or Simple Asset editor window will no longer disappear when the inspected asset is imported again.
#rb Matt.Kuhlenschmidt
Change 3114032 on 2016/09/06 by Alex.Delesky
PR #2733: Improved the project launcher progress page (Contributed by projectgheist)
#jira UE-34027
#rb Matt.Kuhlenschmidt
Change 3114034 on 2016/09/06 by Alex.Delesky
#jira UE-35265 - Copying a comment node from a Material Function and pasting it inside a Material will no longer render the Material unsaveable
#rb Matt.Kuhlenschmidt
Change 3114071 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114109 on 2016/09/06 by Nick.Darnell
[AUTOMATED TEST] Automatic checkin, testing functionality.
Change 3114562 on 2016/09/06 by Nick.Darnell
Adding LevelEditor to the FbxAutomationTestBuilder to fix a compiler issue.
#rb none
Change 3114701 on 2016/09/06 by Michael.Dupuis
#jira UE-31988 add const to all usage of TArray<ItemType>* as it was done in SListView
#rb Alexis Matte
Change 3114861 on 2016/09/06 by Matt.Kuhlenschmidt
Prevent non-thread safe slate code from running on the slate loading thread
#rb none
Change 3115698 on 2016/09/07 by Nick.Darnell
Make sure the commands are available - during functional testing that was found to not always be the case.
#rb none
Change 3115719 on 2016/09/07 by Nick.Darnell
Adding an IsRegistered command to commands.
#rb none
Change 3115721 on 2016/09/07 by Nick.Darnell
Adding a new built VirtualReality feature pack, this new one contains the update manifest that will parse correctly.
#rb none
Change 3115722 on 2016/09/07 by Nick.Darnell
IsBindWidgetProperty now returns false if the property passed in is null.
#rb none
Change 3115734 on 2016/09/07 by Alexis.Matte
#jira UE-30166 Support fbx sdk 2017
#rb none
Change 3115737 on 2016/09/07 by Nick.Darnell
Adding an image comparer for screenshots. Removing some content from EngineTest.
#rb none
Change 3115743 on 2016/09/07 by Nick.Darnell
Checkpointing a bunch of progress towards a screenshot comparison workflow that allows us to diff screenshots taken on various platforms and hardware. Disabling many tests that are not passing. Updating a few tests to log better errors, and fixed a few tests with easy bugs in them so they would start passing again. All editor tests currently passing!
#rb none
Change 3115748 on 2016/09/07 by Nick.Darnell
Making the RuntimeTests plugin a Developer module, so that it doesn't get included in shipping builds.
#rb none
Change 3115789 on 2016/09/07 by Jamie.Dale
We now favor Traditional Chinese for Hong Kong and Macau
#rb James.Hopkin
Change 3115799 on 2016/09/07 by Jamie.Dale
Removed validity check on source cultures when remapping, as platforms may use invalid cultures that need to be remapped
#rb James.Hopkin
Change 3115826 on 2016/09/07 by Nick.Darnell
Adding missing files.
#rb none
Change 3115838 on 2016/09/07 by Nick.Darnell
Back out revision 6 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Public/Components/WidgetInteractionComponent.h
#rb none
Change 3116007 on 2016/09/07 by Alexis.Matte
build fix
#rb none
Change 3116057 on 2016/09/07 by Jamie.Dale
Fixed widget snapshot messages so they appear in the message debugger
#rb none
Change 3116112 on 2016/09/07 by Nick.Darnell
Removing the FbxAutomationBuilder file that go recreated on a merge from main.
#rb none
Change 3116365 on 2016/09/07 by Michael.Dupuis
#jira UE-20765 Added missing class flag to test (CLASS_CONFIG) and change a bit how the checkout/make writable work.
#codereview Matt.Kuhlenschmidt
#rb Alexis.Matte
Change 3116622 on 2016/09/07 by Alexis.Matte
#jira UE-35608 Use the same naming convention when trying to retrieve uv channel by name.
#rb matt.kuhlenschmidt
Change 3116638 on 2016/09/07 by Jamie.Dale
Ensured that manifests and archives don't try and load data that they can't parse
#rb none
Change 3117397 on 2016/09/08 by Gareth.Martin
Added rotate and blend support to the landscape mirror tool
#jira UE-34829
#rb Jack.Porter
Change 3117459 on 2016/09/08 by Gareth.Martin
Fixed crash saving a hidden landscape level with an offset (cloned from 4.13.1)
#jira UE-35301
#rb Jack.Porter
Change 3117462 on 2016/09/08 by Gareth.Martin
Fixed invisible landscape components and crashes when tessellation is enabled (cloned from 4.13.1)
#jira UE-35494
#rb Benn.Gallagher
Change 3117583 on 2016/09/08 by Nick.Darnell
Continued work on automation support for screenshot comparison, stubbing in a commandlet that can be run after automation tests that would perform the diffing. Need to finish rigging it up so that deltas and results can be dumped out somewhere and consumed by a tool to approve shots.
#rb none
Change 3117595 on 2016/09/08 by Nick.Darnell
Updating the build script for AutomatedTests, going to see if this works!
#rb none
Change 3117808 on 2016/09/08 by Nick.Darnell
Adding header includes for async.
#rb none
Change 3117812 on 2016/09/08 by Matt.Kuhlenschmidt
Partially taken from Pr 2381
Fixed Array Properties to handle duplicates properly and fixed Material Parameter Collection duplicate Guid problem.
#rb none
Change 3117851 on 2016/09/08 by Jamie.Dale
Silenced some redundant P4 errors that could be generated when running a stat update on a file
Some of the options produced errors when working with newly added files. These errors are now downgraded to infos like they are for the main stat command.
#rb Ben.Marsh
#codereview Thomas.Sarkanen
Change 3117853 on 2016/09/08 by Gareth.Martin
Clean up landscape includes and PCH
#rb steve.robb
Change 3117859 on 2016/09/08 by Alex.Delesky
#jira UE-35321 - Minimized windows will no longer act like they are visible when determining what widgets are currently underneath the mouse.
#rb Nick.Darnell
Change 3117997 on 2016/09/08 by Nick.Darnell
Updating the automation tests build script to use Editor-Cmd
#rb none
Change 3118005 on 2016/09/08 by Matt.Kuhlenschmidt
Properly reference graph node on material expressions so they are not GC'd while an expression still uses them
#jira UE-35362
#rb none
Change 3118043 on 2016/09/08 by Alex.Delesky
#jira UE-30649 - Removed unnecessary returns from UWidget API.
PR #2377: fix widget bug. (Contributed by dorgonman)
#rb none
Change 3118045 on 2016/09/08 by Matt.Kuhlenschmidt
Guard against crash saving config during level editor shutdown
#rb none
#jira UE-35605
Change 3118074 on 2016/09/08 by Matt.Kuhlenschmidt
PR #2783: Removed #pragme once from CPP files (Contributed by projectgheist)
#rb none
Change 3118078 on 2016/09/08 by Michael.Dupuis
#jira UE-32065 Removed the -windows that was added as a default option and add it simply if fullscreen is not specified
#rb Alexis.Matte
Change 3118080 on 2016/09/08 by Michael.Dupuis
#jira UE-31131 Do not show a contextual menu if the menu is empty
#rb Alexis.Matte
Change 3118087 on 2016/09/08 by Matt.Kuhlenschmidt
Constify this method
#rb none
Change 3118166 on 2016/09/08 by Nick.Darnell
Trying additional command options for the build machine for automation.
#rb none
Change 3118222 on 2016/09/08 by Matt.Kuhlenschmidt
Fix actor delete during mesh paint not working during undo
#rb none
#jira UE-35684
Change 3118298 on 2016/09/08 by Alexis.Matte
#jira UE-35302 Export all LODs for static mesh when there is no force LOD
#rb uriel.doyon
Change 3118325 on 2016/09/08 by Matt.Kuhlenschmidt
Fixed reset to default not appearing for slate brushes
#rb none
#jira UE-34958
Change 3119321 on 2016/09/09 by Matt.Kuhlenschmidt
Guard against crash with an invalid world trying to be opened from the content browser
#rb none
https://jira.ol.epicgames.net/browse/UE-35712
Change 3119433 on 2016/09/09 by Nick.Darnell
Removing a hack added by Paragon that prevents applications from resizing in real time as the user drags the size of the window around.
#rb Matt.Kuklenschmidt
#jira UE-35789
Change 3119448 on 2016/09/09 by Alex.Delesky
When simulating touch events using the mouse, clicking the mouse will no longer let a drag operation continue. This should also allow the finger that started a drag to continue dragging items until it is released from the surface.
#rb Nick.Darnell
Change 3119522 on 2016/09/09 by Jamie.Dale
Fixed FDetailCategoryImpl::ShouldBeExpanded not honoring bShouldBeInitiallyCollapsed when bRestoreExpansionState was true
#rb Matt.Kuhlenschmidt
Change 3119528 on 2016/09/09 by Jamie.Dale
Some UI re-work to the localization dashboard
This makes a better use of the available space, and will make it easier to make some other planned changes in the future.
#rb James.Hopkin
Change 3119861 on 2016/09/09 by Michael.Dupuis
#jira UE-9284 Added the Play/Stop button on the thumbnail
#rb Alexis.Matte
Change 3120027 on 2016/09/09 by Alexis.Matte
incorporate some fixes from licensee for LOD group re-import workflow
#jira UE-32268
#rb uriel.doyon
#codereview matt.kuhlenschmidt
Change 3120845 on 2016/09/12 by Gareth.Martin
Fixed crash in landscape editor when "Early Z" is enabled (cloned from 4.13.1)
#jira UE-35850
#rb Allan.Bentham
Change 3120980 on 2016/09/12 by Nick.Darnell
Adding a commandlet that is runnable for comparing screenshots. Adding comparing and exporting capability to the screenshot manager.
#rb none
Change 3120992 on 2016/09/12 by Alex.Delesky
#jira UE-35575 - TScriptInterface UProperties now have asset picker support.
#rb Matt.Kuhlenschmidt
Change 3121074 on 2016/09/12 by Michael.Dupuis
#jira UE-30092
Added path length in error message when typing
Added display of current filepath lenght for cooking
#rb Alexis.Matte
Change 3121113 on 2016/09/12 by Nick.Darnell
Adding some placeholder examples to show people how to author tests in EngineTest.
#rb none
Change 3121152 on 2016/09/12 by Gareth.Martin
Added TElementType, TIsContiguousContainer traits
Added GetData(), GetNum() generic functions
#rb Steve.Robb
Change 3121702 on 2016/09/12 by Jamie.Dale
Optimized a loop over a sorted list to instead use a binary search
This speeds up the short-lived allocation view generation.
We also now dump the exception information to the Trace log when in a non-debug build.
#rb James.Hopkin
Change 3121721 on 2016/09/12 by Jamie.Dale
We now set the window mode first when resizing the game viewport to ensure that the work area is correct
Fullscreen windows can affect the available work area size, which can break centering when moving between fullscreen and windowed mode.
#jira UE-32842
#rb Matt.Kuhlenschmidt
Change 3122578 on 2016/09/13 by Jamie.Dale
Small code clean up
Removed a use of the placement new style array addition.
#rb none
Change 3122634 on 2016/09/13 by Jamie.Dale
We now immediately update DefaultConfigCheckOutNeeded when checking out/making writable the config file, rather than wait for the text tick
#jira UE-34865
#rb James.Hopkin
Change 3122656 on 2016/09/13 by Jamie.Dale
Fixed array combo button not focusing its contents, which prevented the menu closing correctly
#jira UE-33667
#rb none
Change 3122661 on 2016/09/13 by Nick.Darnell
Checkpointing additional work on the screenshot compare dialog, moving some Directory path picker widget into a more common area. Moving some "Find the best top level window handle for this widget for dialogs' code out of the main frame module and into Slate Application where it probably belongs.
#rb none
Change 3122678 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before USTRUCT can be used.
#rb none
Change 3122686 on 2016/09/13 by Jamie.Dale
Fixing CIS error on Clang
CoreUObject needs to be included before UCLASS can be used.
#rb none
Change 3122728 on 2016/09/13 by Nick.Darnell
UMG - Exposing a trace channel for the WIC, defaults to Visibility. Improving how the WIC handles the cursor moving off the widget, it now maintains the last hit location rather than 0,0 which would cause things like dragged Sliders to reset to the left. Ideally - the WIC would know the underlying widget has capture and continue to fake collision against an imaginary plane to simulate a continuous surface.
#jira UE-35167
#rb none
Change 3122775 on 2016/09/13 by Nick.Darnell
Automation - Fixing an error with the ScreenshotTools plugin, needed to add an the include for Engine.h to the PCH.
#rb none
Change 3122779 on 2016/09/13 by Nick.Darnell
Widgetnimation - Exposing more of the class to C++.
#rb none
Change 3122793 on 2016/09/13 by Nick.Darnell
Fixing a crash in UWidgetComponent::UpdateRenderTarget updating a null material instance.
#jira UE-35796
#rb none
Change 3122834 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed crash undoing moves after bsp creation
https://jira.ol.epicgames.net/browse/UE-35880
#rb none
Change 3122835 on 2016/09/13 by Nick.Darnell
Reverting changes to WIdgetAnimation
#rb none
Change 3122897 on 2016/09/13 by Matt.Kuhlenschmidt
Fixed non-editor compile error
#rb none
Change 3122988 on 2016/09/13 by Alexis.Matte
Material workflow refactor
#jira UETOOL-774
#rb matt.kuhlenschmidt
Change 3123006 on 2016/09/13 by Jamie.Dale
Fixed dynamic collections not returning anything
#jira UE-35869
#rb James.Hopkin
Change 3123145 on 2016/09/13 by Alexis.Matte
Fix fbx automation test. The test found a regression cause by CL: 3120027. In the case where we dont have a LODGroup we dont want to add LODs before the build.
#jira UE-32268
#rb none
#codereview matt.kuhlenschmidt
Change 3123148 on 2016/09/13 by Matt.Kuhlenschmidt
Fix fortnite compile error
#rb alexis.matte
Change 3123208 on 2016/09/13 by Jamie.Dale
The 'find culprit' dialog now honors the user choice
#rb RichTW
Change 3123545 on 2016/09/13 by Nick.Darnell
Slate - Adjusting the window dialog host finding code to do a better job of searching for slate windows and excluding popups and non-regular windows.
#rb none
Change 3124494 on 2016/09/14 by Jamie.Dale
Added ~ to the list of invalid characters for object/package names
#jira UE-12908
#rb Matt.Kuhlenschmidt
Change 3124513 on 2016/09/14 by Gareth.Martin
Implemented filter to allow painting foliage on other foliage
- Altered foliage filters so it will no longer paint on object types which don't have a filter, e.g. skeletal meshes
#rb Allan.Bentham
#2472
Change 3124523 on 2016/09/14 by Jamie.Dale
PR #2724: Fix ScrollBox right mouse/touch grab scrolling functionality (Contributed by aarmbruster)
#jira UE-34811
#jira UE-32082
#rb none
Change 3124607 on 2016/09/14 by Nick.Darnell
UMG - Adding BoundsScale support to the WidgetComponent's CalcBounds function.
#jira UE-35667
#rb none
Change 3124785 on 2016/09/14 by Gareth.Martin
Made some foliage functions editor-only to fix non-editor build
#rb none
Change 3124795 on 2016/09/14 by Gareth.Martin
Saved/loaded the new foliage filter
#rb Allan.Bentham
#2472
Change 3124915 on 2016/09/14 by Michael.Dupuis
#jira UE-19511
Add support for Add to source control on DefaultEditorPerProjectUserSettings file
Remove CheckoutNotice when not editing a DefaultXXXX.ini file
Edit proper config file either we're modifying settings from a Default file or Local user file
#codereview Matt.Kuhlenschmidt Max.Preussner
#rb Alexis.Matte
Change 3125266 on 2016/09/14 by Jamie.Dale
Fixed ULocalizationTarget::DeleteFiles not deleting cultures, and using SCC wrong
#rb none
Change 3125385 on 2016/09/14 by Matt.Kuhlenschmidt
Fix crash when using SaveAs to save over top of an existing level
#rb none
https://jira.ol.epicgames.net/browse/UE-35919
https://jira.ol.epicgames.net/browse/UE-35921
Change 3125487 on 2016/09/14 by Alexis.Matte
Fix cook content, regression induce by the material workflow refactor
#rb matt.kuhlenschmidt
Change 3126217 on 2016/09/15 by Gareth.Martin
Unset bHasPerInstanceHitProxies on landscape grass components, as they don't have individually editable instances
#rb Allan.Bentham
Change 3126311 on 2016/09/15 by Jamie.Dale
Placement mode fixes
- The display name is now cached correctly on construction, and the FPlaceableItem instance used with SPlacementAssetEntry is now const.
- Ensured that the ID used by FPlaceableItem could never overflow.
- Fixed some types being missing from the "All Classes" list.
- Fixed the escape key not cancelling the search.
#jira UE-35972
#rb James.Hopkin
Change 3126325 on 2016/09/15 by Jamie.Dale
Made sure that UWorld::GetAssetRegistryTags called its Super function so that properties tagged as AssetRegistrySearchable will be added.
#rb Andrew.Rodham
Change 3126403 on 2016/09/15 by Gareth.Martin
Added Find and Contains functions to TBitArray
#rb Steve.Robb
Change 3126405 on 2016/09/15 by Gareth.Martin
Allowed instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the blueprint editor
- Just like regular instanced mesh components!
Also fixed not being able to move instances of an instanced mesh component when it is the root component
Also also fixed Hierarchical Instanced Mesh Components not flushing their async tree build on saving (this was causing log spam from PostLoad when dragging instances around as the blueprint would constantly reinstance the component before the async tree build had finished)
#jira UE-29357
#rb Allan.Bentham
Change 3126444 on 2016/09/15 by Jamie.Dale
Fixed the loc dashboard configs not working with SCC
This isn't a great solution, but the whole way the loc dashboard manages its config data is in need of an overhaul.
#rb none
Change 3126446 on 2016/09/15 by Jamie.Dale
Fixed loc dashboard game and engine targets sharing the same expansion settting
#rb none
Change 3126555 on 2016/09/15 by Chris.Wood
Removed WER from Windows crash handling. Crashes saved to log folder and passed to CRC with explicit path.
[UE-34470] - Investigate WER settings and if they can conflict with CRC on Windows
#rb Steve.Robb
Change 3126586 on 2016/09/15 by Gareth.Martin
Fixed missing landscape components when using a LODBias (cloned from 4.13.1)
#jira UE-35873
#rb Jack.Porter
Change 3126610 on 2016/09/15 by Jamie.Dale
Stopped PS4 from always staging all ICU data files
#rb Marcus.Wassmer
Change 3126779 on 2016/09/15 by Michael.Dupuis
#jira UE-32914 Improve the help text to provide usage examples and params
#rb Alexis.Matte
Change 3126849 on 2016/09/15 by Matt.Kuhlenschmidt
Fix font material and outline font material not being animatable in sequencer
#rb frank.fella
Change 3126858 on 2016/09/15 by Matt.Kuhlenschmidt
File not saved
#rb none
Change 3127001 on 2016/09/15 by Matt.Kuhlenschmidt
Fixed reset to default state still not appearing in all cases after changing a property.
#rb none
Change 3127038 on 2016/09/15 by Nick.Darnell
UMG - Improving focus setting for users on widgets. If we're unable to set the focus immediately, possibly because the user is setting focus in the Construct callback before the widget is in the tree, we now update the SlateOperations FReply on LocalPlayer to set focus next frame when it's more likely the widget will become focusable.
#rb none
Change 3127061 on 2016/09/15 by Nick.Darnell
Slate - We now have a reentrancy guard in TPanelChildren to avoid the broad cases where users might attempt to remove children while all children are being removed. Which is an easy case to engineer if you've got widgets spawning children managed by another widget, that all go away at the same time, thus causing the parent to attempt to cleanup children. The end result is a delete while deleting. So now TPanelChildren prevents adds/removes while emptying the list of children.
#jira UE-35726
#rb Matt.Kuchlenschmidt
Change 3127205 on 2016/09/15 by Alex.Delesky
#jira UE-18013 - Users can now add Textures, Materials, or Sprites to a Widget Blueprint directly from the content browser. This also fixes a few issues with adding Widget Blueprints to another Widget BP from the content browser, such as adding a widget to itself or creating a circular dependency.
#rb Nick.Darnell
Change 3127971 on 2016/09/16 by Matt.Kuhlenschmidt
Fix crash in scene outliner if actors become invalid
#rb none
https://jira.ol.epicgames.net/browse/UE-35932
Change 3128011 on 2016/09/16 by Matt.Kuhlenschmidt
Added guards for crashes accessing slate resources for deleted uobjects
#rb nick.darnell
Change 3128067 on 2016/09/16 by Michael.Dupuis
#jira UE-34158 Add an option to auto expand advanced details
#rb Alexis.Matte
Change 3128073 on 2016/09/16 by Michael.Dupuis
#jira UE-1145
Set Save As to Ctrl + Alt + S
Set Save All to Ctrl + Shift + S
Set Save Current to Ctrl + S
#rb Alexis.Matte
Change 3128117 on 2016/09/16 by Jamie.Dale
Updated the pin-type filter combo to filter on both the localized and source type descriptions
#jira UE-36081
#rb none
Change 3128177 on 2016/09/16 by Alexis.Matte
#jira UE-35946 Remove unnecessary GetReadValue call with bad parameter. The read value call is cache so subsequent call was returning the bad cache value.
#rb michael.dupuis
#codereview matt.kuhlenschmidt
Change 3128387 on 2016/09/16 by Gareth.Martin
Fixed location and rotation of arrow widget in the landscape mirror tool when using one of the new "Rotate" modes
#jira UE-36093
#rb none
Change 3128445 on 2016/09/16 by Matt.Kuhlenschmidt
Guard against scene outliner crash. Print out tree when items appear twice.
https://jira.ol.epicgames.net/browse/UE-35935
#rb none
Change 3128454 on 2016/09/16 by Matt.Kuhlenschmidt
Remove category for WindowTitleBarArea. It is very custom for internal use and should not be a top level widget
#rb none
Change 3128482 on 2016/09/16 by Michael.Dupuis
Added new key binding for generic Save, Save As
Added new key binding for Save All for the content browser
#rb Alexis.Matte (approved by MattK)
Change 3128560 on 2016/09/16 by Matt.Kuhlenschmidt
Fix build warning
#codereview nick.darnell
#rb none
Change 3128642 on 2016/09/16 by Alexis.Matte
#jira UE-36047 We now convert the light color correctly when importing and exporting fbx files. UE4 is sRGB and FBX is linear
#rb none
#codereview matt.kuhlenschmidt
Change 3128733 on 2016/09/16 by Nick.Darnell
UMG - Fixing a bad merge, some code was removed causing all BindWidget statements to fail to compile correctly.
#jira UE-36105
#rb none
Change 3128768 on 2016/09/16 by Matt.Kuhlenschmidt
Fix selection outline showing around edges of all internal mesh sections of a component instead of around the entire actor
#rb none
Change 3128779 on 2016/09/16 by Matt.Kuhlenschmidt
Fix offset characters on some small fonts
#rb none
Change 3130057 on 2016/09/19 by Jamie.Dale
Fixing volatility and invalidation issues for text widgets
#jira UE-33988
#rb Nick.Darnell
Change 3130064 on 2016/09/19 by Jamie.Dale
Changed mprof meta-data to allow unicode strings and updated ReadString to deal with them correctly
#rb James.Hopkin
Change 3130233 on 2016/09/19 by Michael.Dupuis
#jira UE-32914 Added missing args that the UI supported
#rb Alexis.Matte
Change 3130265 on 2016/09/19 by Nick.Darnell
Automation - Cleaning up some API items.
#rb none
Change 3130378 on 2016/09/19 by Matt.Kuhlenschmidt
Fix reentrancy saving assets while a prompt for checkout dialog is open
#rb none
Change 3130398 on 2016/09/19 by Jamie.Dale
Fixing UHT error when building
#rb none
Change 3132101 on 2016/09/20 by Nick.Darnell
UMG - Adding a toolbar option in the designer for the 'G' command, similar to 'Game View' in the level editor, it disables all the dashed lines / future editor visuals.
#rb none
Change 3132110 on 2016/09/20 by Nick.Darnell
PR #2792: ShowFlags for WidgetComponents (Contributed by projectgheist)
#jira UE-13770
#rb Nick.Darnell
Change 3132111 on 2016/09/20 by Nick.Darnell
UMG - The retainer now embeds a virtual window into the focus path so that paths are resolved correctly.
#rb none
Change 3132138 on 2016/09/20 by Michael.Dupuis
#jira UE-30945 Added missing PostEditComponentMove after drag is finished
#rb Alexis.Matte
Change 3132147 on 2016/09/20 by Michael.Dupuis
#jira UE-30866 Fixed the filter to work properly
#rb Alexis.Matte
Change 3132190 on 2016/09/20 by Matt.Kuhlenschmidt
Fix static analysis warnings in this file
#rb none
Change 3132231 on 2016/09/20 by Nick.Darnell
Slate - Updating the material blend states to match what is expected of Slate rendering, which differs a lot from the scene renderer with the way it treats alpha. This fixes translucent rendering with the retainer widget, users will need to set their materials to Alpha Composite though for it to behave as expected.
#jira UE-33285
#rb none
Change 3132255 on 2016/09/20 by Alex.Delesky
#jira UE-36048 - TMap and TSet properties are now disallowed from adding more children through the Details panel when they contain the dfault value for a key or element. Reset to Default is also no longer allowed on a Map or Set child when it will result in a second default value existing within the container.
#rb Matt.Kuhlenschmidt
Change 3132587 on 2016/09/20 by Mike.Fricker
MIDI Plugin: Fixed a CIS error in shipping configuration (introduced in CL 3108604)
#rb none
#lockdown matt.kuhlenschmidt
Change 3132623 on 2016/09/20 by Matt.Kuhlenschmidt
Fix crash opening the cooker settings
https://jira.it.epicgames.net/browse/UE-36197
#rb none
#lockdown nick.darnell
Change 3133144 on 2016/09/20 by Nick.Darnell
Build configuration for automation tests.
#rb none
#lockdown matt.kuhlenschmidt
Change 3133206 on 2016/09/20 by Matt.Kuhlenschmidt
Fix default material on odin text
#rb none
#lockdown nick.darnell
Change 3133913 on 2016/09/21 by Nick.Darnell
Back out revision 17 from //UE4/Dev-Editor/Engine/Source/Runtime/UMG/Private/Slate/SRetainerWidget.cpp
#rb none
#jira UE-36231
#lockdown matt.kuhlenschmidt
[CL 3133983 by Matt Kuhlenschmidt in Main branch]
2016-09-21 10:07:18 -04:00
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SAssignNew(SourceDirectoryBrowser, SDirectoryPicker)
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2014-10-27 07:57:32 -04:00
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.Directory(FGeneratedCodeData::DefaultSourceDir())
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.File(GeneratedCodeData->SourceFileName())
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.Message(LOCTEXT("SourceDirectory", "Source Directory"))
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.IsEnabled(this, &SNativeCodeGenerationDialog::IsEditable)
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]
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+ SVerticalBox::Slot()
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.Padding(4.0f)
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.AutoHeight()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("Dependencies", "Dependencies"))
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]
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+ SVerticalBox::Slot()
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.Padding(4.0f)
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.AutoHeight()
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[
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SNew(SBox)
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.WidthOverride(360.0f)
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.HeightOverride(200.0f)
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[
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SNew(SMultiLineEditableTextBox)
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.IsReadOnly(true)
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.Text(FText::FromString(GeneratedCodeData->TypeDependencies))
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]
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]
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+ SVerticalBox::Slot()
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.Padding(4.0f)
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.AutoHeight()
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[
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SAssignNew(ErrorWidget, SErrorText)
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]
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+ SVerticalBox::Slot()
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.Padding(4.0f)
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.AutoHeight()
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.HAlign(HAlign_Right)
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[
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SNew(SButton)
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.Text(this, &SNativeCodeGenerationDialog::ButtonText)
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.OnClicked(this, &SNativeCodeGenerationDialog::OnButtonClicked)
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]
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]
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];
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ErrorWidget->SetError(GeneratedCodeData->ErrorString);
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}
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};
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void FNativeCodeGenerationTool::Open(UBlueprint& Blueprint, TSharedRef< class FBlueprintEditor> Editor)
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{
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TSharedRef<FGeneratedCodeData> GeneratedCodeData(new FGeneratedCodeData(Blueprint));
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TSharedRef<SWindow> PickerWindow = SNew(SWindow)
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.Title(LOCTEXT("GenerateNativeCode", "Generate Native Code"))
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.SizingRule(ESizingRule::Autosized)
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.ClientSize(FVector2D(0.f, 300.f))
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.SupportsMaximize(false)
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.SupportsMinimize(false);
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TSharedRef<SNativeCodeGenerationDialog> CodeGenerationDialog = SNew(SNativeCodeGenerationDialog)
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.ParentWindow(PickerWindow)
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.GeneratedCodeData(GeneratedCodeData);
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PickerWindow->SetContent(CodeGenerationDialog);
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GEditor->EditorAddModalWindow(PickerWindow);
|
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}
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bool FNativeCodeGenerationTool::CanGenerate(const UBlueprint& Blueprint)
|
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|
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{
|
2015-09-17 21:45:43 -04:00
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return (Blueprint.Status == EBlueprintStatus::BS_UpToDate || Blueprint.Status == EBlueprintStatus::BS_UpToDateWithWarnings)
|
2015-03-30 14:11:27 -04:00
|
|
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&& (Blueprint.BlueprintType == EBlueprintType::BPTYPE_Normal || Blueprint.BlueprintType == EBlueprintType::BPTYPE_FunctionLibrary)
|
2015-09-02 04:22:33 -04:00
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&& Cast<UBlueprintGeneratedClass>(Blueprint.GeneratedClass);
|
2014-10-27 07:57:32 -04:00
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}
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#undef LOCTEXT_NAMESPACE
|