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UnrealEngineUWP/Engine/Source/Developer/BlueprintNativeCodeGen/Private/NativeCodeGenerationTool.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "NativeCodeGenerationTool.h"
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
#include "Input/Reply.h"
#include "Misc/Paths.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#include "Widgets/SBoxPanel.h"
#include "Widgets/SWindow.h"
#include "Widgets/Text/STextBlock.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Engine/UserDefinedEnum.h"
#include "Engine/UserDefinedStruct.h"
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
#include "Editor.h"
#include "Widgets/Layout/SBorder.h"
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"
#include "Misc/ScopedSlowTask.h"
#include "Misc/App.h"
#include "Modules/ModuleManager.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Input/SMultiLineEditableTextBox.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Notifications/SErrorText.h"
#include "EditorStyleSet.h"
#include "SourceCodeNavigation.h"
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
#include "DesktopPlatformModule.h"
#include "IBlueprintCompilerCppBackendModule.h"
#include "BlueprintNativeCodeGenUtils.h"
//#include "Editor/KismetCompiler/Public/BlueprintCompilerCppBackendInterface.h"
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
#include "BlueprintCompilerCppBackendGatherDependencies.h"
#include "KismetCompilerModule.h"
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
#include "Widgets/Input/SDirectoryPicker.h"
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
#include "SourceCodeNavigation.h"
#define LOCTEXT_NAMESPACE "NativeCodeGenerationTool"
//
// THE CODE SHOULD BE MOVED TO GAMEPROJECTGENERATION
//
struct FGeneratedCodeData
{
FGeneratedCodeData(UBlueprint& InBlueprint)
: Blueprint(&InBlueprint)
{
FName GeneratedClassName, SkeletonClassName;
InBlueprint.GetBlueprintClassNames(GeneratedClassName, SkeletonClassName);
ClassName = GeneratedClassName.ToString();
IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
BaseFilename = CodeGenBackend.ConstructBaseFilename(&InBlueprint);
GatherUserDefinedDependencies(InBlueprint);
}
FString TypeDependencies;
FString ErrorString;
FString ClassName;
FString BaseFilename;
TWeakObjectPtr<UBlueprint> Blueprint;
TSet<UField*> DependentObjects;
TSet<UBlueprintGeneratedClass*> UnconvertedNeededClasses;
void GatherUserDefinedDependencies(UBlueprint& InBlueprint)
{
FGatherConvertedClassDependencies ClassDependencies(InBlueprint.GeneratedClass);
for (auto Iter : ClassDependencies.ConvertedClasses)
{
DependentObjects.Add(Iter);
}
for (auto Iter : ClassDependencies.ConvertedStructs)
{
DependentObjects.Add(Iter);
}
for (auto Iter : ClassDependencies.ConvertedEnum)
{
DependentObjects.Add(Iter);
}
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();
}
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();
}
for (auto Obj : DependentObjects)
{
TypeDependencies += FString::Printf(TEXT("%s \t%s\n"), *Obj->GetClass()->GetName(), *Obj->GetPathName());
}
DependentObjects.Add(InBlueprint.GeneratedClass);
bool bUnconvertedHeader = false;
for (auto Asset : ClassDependencies.Assets)
{
if (auto BPGC = Cast<UBlueprintGeneratedClass>(Asset))
{
UnconvertedNeededClasses.Add(BPGC);
if (!bUnconvertedHeader)
{
bUnconvertedHeader = true;
Copying //UE4/Dev-Platform to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2719147 on 2015/10/07 by Mark.Satterthwaite Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track. Change 2719182 on 2015/10/07 by Mark.Satterthwaite Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient. Change 2719185 on 2015/10/07 by Mark.Satterthwaite Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw. Change 2719434 on 2015/10/07 by Mark.Satterthwaite Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server. Change 2724764 on 2015/10/12 by Josh.Adams [Initial AppleTV support] Merging //depot/YakBranch/... to //UE4/Dev-Platform/... Change 2726266 on 2015/10/13 by Lee.Clark PS4 - Calc reserve size required for DMA copy when using unsafe command buffers Change 2726401 on 2015/10/13 by Mark.Satterthwaite Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected. #jira UE-15228 Change 2726421 on 2015/10/13 by Lee.Clark PS4 - Don't try to clear invalid targets Change 2727040 on 2015/10/13 by Michael.Trepka Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72 Change 2729783 on 2015/10/15 by Keith.Judge Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty. Change 2729847 on 2015/10/15 by Mark.Satterthwaite Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff. #jira UE-21992 Change 2729865 on 2015/10/15 by Keith.Judge Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition. Change 2729897 on 2015/10/15 by Keith.Judge Fast Semantics - Make sure all GetData() calls are made safe with GPU fences. Change 2729972 on 2015/10/15 by Keith.Judge Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly. This should be marginally quicker as it stops a double call to ClearState(). Change 2731503 on 2015/10/16 by Keith.Judge Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict). Change 2731596 on 2015/10/16 by Keith.Judge Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step. Change 2731928 on 2015/10/16 by Michael.Trepka PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl) Change 2731934 on 2015/10/16 by Michael.Trepka PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura) Change 2732018 on 2015/10/16 by Mark.Satterthwaite Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached. - The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders. - Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this. - Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL. Change 2732365 on 2015/10/16 by Josh.Adams - Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On) Change 2733170 on 2015/10/18 by Terence.Burns Fix for Android IAP query not returning entire inventory. Change 2733174 on 2015/10/18 by Terence.Burns Fix Movie player issue where wait for movie to finish isnt being respected. Seems a stray bUserCanceled event flag was causing this not to be observed. Added some verbose logging to apple movie player. Change 2733488 on 2015/10/19 by Mark.Satterthwaite Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information. - Fixed a bug that would cause invalid shader membership and draw state information to be logged. - Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too. Change 2735226 on 2015/10/20 by Mark.Satterthwaite Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently. #jira UE-21214 #jira UE-19913 Change 2736722 on 2015/10/21 by Daniel.Lamb Improved performance of cooking stats system. Change 2737172 on 2015/10/21 by Daniel.Lamb Improved cooking stats performance for ddc stats.
2015-12-10 16:56:55 -05:00
TypeDependencies += LOCTEXT("NoConvertedDependencies", "\nUnconverted Dependencies, that require a warpper struct:\n").ToString();
}
TypeDependencies += FString::Printf(TEXT("%s \t%s\n"), *BPGC->GetClass()->GetName(), *BPGC->GetPathName());
}
}
}
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"));
}
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"));
}
FString HeaderFileName() const
{
return BaseFilename + TEXT(".h");
}
FString SourceFileName() const
{
return BaseFilename + TEXT(".cpp");
}
bool Save(const FString& HeaderDirPath, const FString& CppDirPath)
{
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
const int WorkParts = 3 +(4 * DependentObjects.Num());
FScopedSlowTask SlowTask(WorkParts, LOCTEXT("GeneratingCppFiles", "Generating C++ files.."));
SlowTask.MakeDialog();
IBlueprintCompilerCppBackendModule& CodeGenBackend = (IBlueprintCompilerCppBackendModule&)IBlueprintCompilerCppBackendModule::Get();
TArray<FString> CreatedFiles;
//for(auto Obj : DependentObjects)
UObject* Obj = Blueprint->GeneratedClass;
{
SlowTask.EnterProgressFrame();
TSharedPtr<FString> HeaderSource(new FString());
TSharedPtr<FString> CppSource(new FString());
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{});
SlowTask.EnterProgressFrame();
const FString BackendBaseFilename = CodeGenBackend.ConstructBaseFilename(Obj);
const FString FullHeaderFilename = FPaths::Combine(*HeaderDirPath, *(BackendBaseFilename + TEXT(".h")));
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);
}
SlowTask.EnterProgressFrame();
if (!CppSource->IsEmpty())
{
const FString NewCppFilename = FPaths::Combine(*CppDirPath, *(BackendBaseFilename + TEXT(".cpp")));
const bool bCppSaved = FFileHelper::SaveStringToFile(*CppSource, *NewCppFilename);
if (!bCppSaved)
{
ErrorString += FString::Printf(*LOCTEXT("CppNotSaved", "Cpp file wasn't saved. Check log for details. %s\n").ToString(), *Obj->GetPathName());
}
else
{
CreatedFiles.Add(NewCppFilename);
}
}
}
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;
}
};
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
TSharedPtr<SDirectoryPicker> HeaderDirectoryBrowser;
TSharedPtr<SDirectoryPicker> SourceDirectoryBrowser;
TSharedPtr<SErrorText> ErrorWidget;
//
TWeakPtr<SWindow> WeakParentWindow;
TSharedPtr<FGeneratedCodeData> GeneratedCodeData;
bool bSaved;
void CloseParentWindow()
{
auto ParentWindow = WeakParentWindow.Pin();
if (ParentWindow.IsValid())
{
ParentWindow->RequestDestroyWindow();
}
}
bool IsEditable() const
{
return !bSaved && GeneratedCodeData->ErrorString.IsEmpty();
}
FReply OnButtonClicked()
{
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);
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");
}
FText GetClassName() const
{
return GeneratedCodeData.IsValid() ? FText::FromString(GeneratedCodeData->ClassName) : FText::GetEmpty();
}
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()
[
SNew(STextBlock)
.Text(LOCTEXT("ClassName", "Class Name"))
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(this, &SNativeCodeGenerationDialog::GetClassName)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("HeaderPath", "Header Path"))
]
+ 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
SAssignNew(HeaderDirectoryBrowser, SDirectoryPicker)
.Directory(FGeneratedCodeData::DefaultHeaderDir())
.File(GeneratedCodeData->HeaderFileName())
.Message(LOCTEXT("HeaderDirectory", "Header Directory"))
.IsEnabled(this, &SNativeCodeGenerationDialog::IsEditable)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("SourcePath", "Source Path"))
]
+ 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
SAssignNew(SourceDirectoryBrowser, SDirectoryPicker)
.Directory(FGeneratedCodeData::DefaultSourceDir())
.File(GeneratedCodeData->SourceFileName())
.Message(LOCTEXT("SourceDirectory", "Source Directory"))
.IsEnabled(this, &SNativeCodeGenerationDialog::IsEditable)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(STextBlock)
.Text(LOCTEXT("Dependencies", "Dependencies"))
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SNew(SBox)
.WidthOverride(360.0f)
.HeightOverride(200.0f)
[
SNew(SMultiLineEditableTextBox)
.IsReadOnly(true)
.Text(FText::FromString(GeneratedCodeData->TypeDependencies))
]
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
[
SAssignNew(ErrorWidget, SErrorText)
]
+ SVerticalBox::Slot()
.Padding(4.0f)
.AutoHeight()
.HAlign(HAlign_Right)
[
SNew(SButton)
.Text(this, &SNativeCodeGenerationDialog::ButtonText)
.OnClicked(this, &SNativeCodeGenerationDialog::OnButtonClicked)
]
]
];
ErrorWidget->SetError(GeneratedCodeData->ErrorString);
}
};
void FNativeCodeGenerationTool::Open(UBlueprint& Blueprint, TSharedRef< class FBlueprintEditor> Editor)
{
TSharedRef<FGeneratedCodeData> GeneratedCodeData(new FGeneratedCodeData(Blueprint));
TSharedRef<SWindow> PickerWindow = SNew(SWindow)
.Title(LOCTEXT("GenerateNativeCode", "Generate Native Code"))
.SizingRule(ESizingRule::Autosized)
.ClientSize(FVector2D(0.f, 300.f))
.SupportsMaximize(false)
.SupportsMinimize(false);
TSharedRef<SNativeCodeGenerationDialog> CodeGenerationDialog = SNew(SNativeCodeGenerationDialog)
.ParentWindow(PickerWindow)
.GeneratedCodeData(GeneratedCodeData);
PickerWindow->SetContent(CodeGenerationDialog);
GEditor->EditorAddModalWindow(PickerWindow);
}
bool FNativeCodeGenerationTool::CanGenerate(const UBlueprint& Blueprint)
{
return (Blueprint.Status == EBlueprintStatus::BS_UpToDate || Blueprint.Status == EBlueprintStatus::BS_UpToDateWithWarnings)
&& (Blueprint.BlueprintType == EBlueprintType::BPTYPE_Normal || Blueprint.BlueprintType == EBlueprintType::BPTYPE_FunctionLibrary)
&& Cast<UBlueprintGeneratedClass>(Blueprint.GeneratedClass);
}
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
#undef LOCTEXT_NAMESPACE