2019-12-26 14:45:42 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
# include "NavMesh/PImplRecastNavMesh.h"
# include "NavigationSystem.h"
2014-03-14 14:13:41 -04:00
# if WITH_RECAST
// recast includes
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
# include "NavMesh/RecastHelpers.h"
# include "NavMesh/RecastVersion.h"
2014-03-14 14:13:41 -04:00
// recast includes
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 "Detour/DetourNode.h"
2021-10-25 20:05:28 -04:00
# include "Detour/DetourNavMesh.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 "Recast/RecastAlloc.h"
2021-11-18 14:37:34 -05:00
# include "DetourTileCache/DetourTileCacheBuilder.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
# include "NavAreas/NavArea.h"
# include "NavMesh/RecastNavMeshGenerator.h"
# include "NavMesh/RecastQueryFilter.h"
# include "NavLinkCustomInterface.h"
2014-10-27 08:35:45 -04:00
# include "VisualLogger/VisualLogger.h"
Remove more headers from Engine.h (StaticMeshResources.h, AnimTree.h, SkeletalMeshTypes.h, SkeletalMeshActor.h, LightingBuildOptions.h, PixelFormat.h, WorldComposition.h, VisualLog.h, StaticLighting.h, Lightmap.h, ShadowMap.h, Model.h)
[CL 2086772 by James Golding in Main branch]
2014-05-29 17:21:47 -04:00
2021-10-25 20:05:28 -04:00
# include "Misc/LargeWorldCoordinates.h"
# include "DebugUtils/DebugDrawLargeWorldCoordinates.h"
2014-05-29 17:06:50 -04:00
2014-03-14 14:13:41 -04:00
//----------------------------------------------------------------------//
// bunch of compile-time checks to assure types used by Recast and our
// mid-layer are the same size
//----------------------------------------------------------------------//
2014-06-16 08:04:54 -04:00
static_assert ( sizeof ( NavNodeRef ) = = sizeof ( dtPolyRef ) , " NavNodeRef and dtPolyRef should be the same size. " ) ;
static_assert ( RECAST_MAX_AREAS < = DT_MAX_AREAS , " Number of allowed areas cannot exceed DT_MAX_AREAS. " ) ;
static_assert ( RECAST_STRAIGHTPATH_OFFMESH_CONNECTION = = DT_STRAIGHTPATH_OFFMESH_CONNECTION , " Path flags values differ. " ) ;
static_assert ( RECAST_UNWALKABLE_POLY_COST = = DT_UNWALKABLE_POLY_COST , " Unwalkable poly cost differ. " ) ;
2021-10-25 20:05:28 -04:00
static_assert ( TIsSame < FVector : : FReal , dtReal > : : Value , " FReal and dtReal must be the same type! " ) ;
static_assert ( TIsSame < FVector : : FReal , rcReal > : : Value , " FReal and rcReal must be the same type! " ) ;
static_assert ( TIsSame < FVector : : FReal , duReal > : : Value , " FReal and duReal must be the same type! " ) ;
2014-03-14 14:13:41 -04:00
/// Helper for accessing navigation query from different threads
2014-04-23 19:29:53 -04:00
# define INITIALIZE_NAVQUERY_SIMPLE(NavQueryVariable, NumNodes) \
dtNavMeshQuery NavQueryVariable # # Private ; \
dtNavMeshQuery & NavQueryVariable = IsInGameThread ( ) ? SharedNavQuery : NavQueryVariable # # Private ; \
NavQueryVariable . init ( DetourNavMesh , NumNodes ) ;
# define INITIALIZE_NAVQUERY(NavQueryVariable, NumNodes, LinkFilter) \
dtNavMeshQuery NavQueryVariable # # Private ; \
dtNavMeshQuery & NavQueryVariable = IsInGameThread ( ) ? SharedNavQuery : NavQueryVariable # # Private ; \
NavQueryVariable . init ( DetourNavMesh , NumNodes , & LinkFilter ) ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
static void * DetourMalloc ( int Size , dtAllocHint Hint )
2014-03-14 14:13:41 -04:00
{
2020-01-16 14:32:33 -05:00
LLM_SCOPE ( ELLMTag : : NavigationRecast ) ;
2014-03-14 14:13:41 -04:00
void * Result = FMemory : : Malloc ( uint32 ( Size ) ) ;
# if STATS
const uint32 ActualSize = FMemory : : GetAllocSize ( Result ) ;
2021-10-25 20:05:28 -04:00
switch ( Hint )
{
case DT_ALLOC_TEMP :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourTEMP , ActualSize ) ;
break ;
case DT_ALLOC_PERM_AVOIDANCE :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_AVOIDANCE , ActualSize ) ;
break ;
case DT_ALLOC_PERM_CROWD :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_CROWD , ActualSize ) ;
break ;
case DT_ALLOC_PERM_LOOKUP :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_LOOKUP , ActualSize ) ;
break ;
case DT_ALLOC_PERM_NAVQUERY :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_NAVQUERY , ActualSize ) ;
break ;
case DT_ALLOC_PERM_NAVMESH :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_NAVMESH , ActualSize ) ;
break ;
case DT_ALLOC_PERM_NODE_POOL :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_NODE_POOL , ActualSize ) ;
break ;
case DT_ALLOC_PERM_PATH_CORRIDOR :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_PATH_CORRIDOR , ActualSize ) ;
break ;
case DT_ALLOC_PERM_PATH_QUEUE :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_PATH_QUEUE , ActualSize ) ;
break ;
case DT_ALLOC_PERM_PROXIMITY_GRID :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_PROXY_GRID , ActualSize ) ;
break ;
case DT_ALLOC_PERM_TILE_DATA :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILE_DATA , ActualSize ) ;
break ;
case DT_ALLOC_PERM_TILE_DYNLINK_OFFMESH :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILE_DYNLINK_OFFMESH , ActualSize ) ;
break ;
case DT_ALLOC_PERM_TILE_DYNLINK_CLUSTER :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILE_DYNLINK_CLUSTER , ActualSize ) ;
break ;
case DT_ALLOC_PERM_TILES :
INC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILES , ActualSize ) ;
break ;
default :
ensureMsgf ( false , TEXT ( " Unsupported allocation hint %d " ) , Hint ) ;
break ;
}
Copying //UE4/Dev-Frame to //UE4/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change 2777450 on 2015/11/23 by Martin.Wilson
Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime
#rb Thomas.Sarkanen
Change 2777698 on 2015/11/23 by Mieszko.Zielinski
Gameplay debugging tools fixes #UE4
Fixes:
- made newly added logs respect Log Visualizer's filters
- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.
In addition
- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched
#rb Lukasz.Furman
Change 2777762 on 2015/11/23 by Mieszko.Zielinski
Removed BlackboardComponent's functionality deprecated since 4.7 #UE4
#rb Lukasz.Furman
Change 2777839 on 2015/11/23 by Zak.Middleton
#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.
#rb Laurent.Delayen
Change 2777840 on 2015/11/23 by Zak.Middleton
#ue4 - Fix up uses of library math functions to go through our FMath namespace.
#rb Laurent.Delayen
Change 2778287 on 2015/11/23 by Stan.Melax
deprecation of FCollisionQueryParams(bool)
See 2774707 description for the whole story
#OR-9936
#codereview marc.audy
Changes to kite will have to be in a separate check-in
I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299
Change 2778507 on 2015/11/23 by Marc.Audy
Eliminate spurious cook warnings for known missing packages
#rb Michael.Noland
Change 2778546 on 2015/11/23 by Aaron.McLeran
Moving occlusion feature settings from audio component to sound attenuation settings struct.
- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)
#rb Zak.Middleton
Change 2778664 on 2015/11/23 by Zak.Middleton
#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.
#rb Aaron.Mcleran
#codereview Frank.Gigliotti
Change 2779335 on 2015/11/24 by Mieszko.Zielinski
Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4
Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.
#rb Lukasz.Furman
Change 2779338 on 2015/11/24 by Benn.Gallagher
Fixed crash in Persona when focus is taken from a different window
#jira UE-22516
#rb Ben.Cosh
Change 2779375 on 2015/11/24 by Benn.Gallagher
Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
#rb Ori.Cohen
Change 2779753 on 2015/11/24 by Zak.Middleton
#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.
#rb Brian.Karis
Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
INC_DWORD_STAT_BY ( STAT_NavigationMemory , ActualSize ) ;
INC_MEMORY_STAT_BY ( STAT_Navigation_RecastMemory , ActualSize ) ;
2014-03-14 14:13:41 -04:00
# endif // STATS
return Result ;
}
static void * RecastMalloc ( int Size , rcAllocHint )
{
2020-01-16 14:32:33 -05:00
LLM_SCOPE ( ELLMTag : : NavigationRecast ) ;
2014-03-14 14:13:41 -04:00
void * Result = FMemory : : Malloc ( uint32 ( Size ) ) ;
# if STATS
const uint32 ActualSize = FMemory : : GetAllocSize ( Result ) ;
Copying //UE4/Dev-Frame to //UE4/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change 2777450 on 2015/11/23 by Martin.Wilson
Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime
#rb Thomas.Sarkanen
Change 2777698 on 2015/11/23 by Mieszko.Zielinski
Gameplay debugging tools fixes #UE4
Fixes:
- made newly added logs respect Log Visualizer's filters
- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.
In addition
- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched
#rb Lukasz.Furman
Change 2777762 on 2015/11/23 by Mieszko.Zielinski
Removed BlackboardComponent's functionality deprecated since 4.7 #UE4
#rb Lukasz.Furman
Change 2777839 on 2015/11/23 by Zak.Middleton
#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.
#rb Laurent.Delayen
Change 2777840 on 2015/11/23 by Zak.Middleton
#ue4 - Fix up uses of library math functions to go through our FMath namespace.
#rb Laurent.Delayen
Change 2778287 on 2015/11/23 by Stan.Melax
deprecation of FCollisionQueryParams(bool)
See 2774707 description for the whole story
#OR-9936
#codereview marc.audy
Changes to kite will have to be in a separate check-in
I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299
Change 2778507 on 2015/11/23 by Marc.Audy
Eliminate spurious cook warnings for known missing packages
#rb Michael.Noland
Change 2778546 on 2015/11/23 by Aaron.McLeran
Moving occlusion feature settings from audio component to sound attenuation settings struct.
- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)
#rb Zak.Middleton
Change 2778664 on 2015/11/23 by Zak.Middleton
#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.
#rb Aaron.Mcleran
#codereview Frank.Gigliotti
Change 2779335 on 2015/11/24 by Mieszko.Zielinski
Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4
Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.
#rb Lukasz.Furman
Change 2779338 on 2015/11/24 by Benn.Gallagher
Fixed crash in Persona when focus is taken from a different window
#jira UE-22516
#rb Ben.Cosh
Change 2779375 on 2015/11/24 by Benn.Gallagher
Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
#rb Ori.Cohen
Change 2779753 on 2015/11/24 by Zak.Middleton
#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.
#rb Brian.Karis
Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
INC_DWORD_STAT_BY ( STAT_NavigationMemory , ActualSize ) ;
INC_MEMORY_STAT_BY ( STAT_Navigation_RecastMemory , ActualSize ) ;
2014-03-14 14:13:41 -04:00
# endif // STATS
return Result ;
}
2021-10-25 20:05:28 -04:00
static void DetourFree ( void * Original , dtAllocHint Hint )
{
# if STATS
const uint32 Size = FMemory : : GetAllocSize ( Original ) ;
switch ( Hint )
{
case DT_ALLOC_TEMP :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourTEMP , Size ) ;
break ;
case DT_ALLOC_PERM_AVOIDANCE :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_AVOIDANCE , Size ) ;
break ;
case DT_ALLOC_PERM_CROWD :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_CROWD , Size ) ;
break ;
case DT_ALLOC_PERM_LOOKUP :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_LOOKUP , Size ) ;
break ;
case DT_ALLOC_PERM_NAVQUERY :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_NAVQUERY , Size ) ;
break ;
case DT_ALLOC_PERM_NAVMESH :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_NAVMESH , Size ) ;
break ;
case DT_ALLOC_PERM_NODE_POOL :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_NODE_POOL , Size ) ;
break ;
case DT_ALLOC_PERM_PATH_CORRIDOR :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_PATH_CORRIDOR , Size ) ;
break ;
case DT_ALLOC_PERM_PATH_QUEUE :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_PATH_QUEUE , Size ) ;
break ;
case DT_ALLOC_PERM_PROXIMITY_GRID :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_PROXY_GRID , Size ) ;
break ;
case DT_ALLOC_PERM_TILE_DATA :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILE_DATA , Size ) ;
break ;
case DT_ALLOC_PERM_TILE_DYNLINK_OFFMESH :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILE_DYNLINK_OFFMESH , Size ) ;
break ;
case DT_ALLOC_PERM_TILE_DYNLINK_CLUSTER :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILE_DYNLINK_CLUSTER , Size ) ;
break ;
case DT_ALLOC_PERM_TILES :
DEC_MEMORY_STAT_BY ( STAT_Navigation_DetourPERM_TILES , Size ) ;
break ;
default :
ensureMsgf ( false , TEXT ( " Unsupported allocation hint %d " ) , Hint ) ;
break ;
}
DEC_DWORD_STAT_BY ( STAT_NavigationMemory , Size ) ;
DEC_MEMORY_STAT_BY ( STAT_Navigation_RecastMemory , Size ) ;
# endif // STATS
LLM_SCOPE ( ELLMTag : : NavigationRecast ) ;
FMemory : : Free ( Original ) ;
}
static void RecastFree ( void * Original )
2014-03-14 14:13:41 -04:00
{
2020-01-16 14:32:33 -05:00
LLM_SCOPE ( ELLMTag : : NavigationRecast ) ;
2014-03-14 14:13:41 -04:00
# if STATS
const uint32 Size = FMemory : : GetAllocSize ( Original ) ;
2021-10-25 20:05:28 -04:00
DEC_DWORD_STAT_BY ( STAT_NavigationMemory , Size ) ;
Copying //UE4/Dev-Frame to //UE4/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change 2777450 on 2015/11/23 by Martin.Wilson
Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime
#rb Thomas.Sarkanen
Change 2777698 on 2015/11/23 by Mieszko.Zielinski
Gameplay debugging tools fixes #UE4
Fixes:
- made newly added logs respect Log Visualizer's filters
- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.
In addition
- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched
#rb Lukasz.Furman
Change 2777762 on 2015/11/23 by Mieszko.Zielinski
Removed BlackboardComponent's functionality deprecated since 4.7 #UE4
#rb Lukasz.Furman
Change 2777839 on 2015/11/23 by Zak.Middleton
#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.
#rb Laurent.Delayen
Change 2777840 on 2015/11/23 by Zak.Middleton
#ue4 - Fix up uses of library math functions to go through our FMath namespace.
#rb Laurent.Delayen
Change 2778287 on 2015/11/23 by Stan.Melax
deprecation of FCollisionQueryParams(bool)
See 2774707 description for the whole story
#OR-9936
#codereview marc.audy
Changes to kite will have to be in a separate check-in
I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299
Change 2778507 on 2015/11/23 by Marc.Audy
Eliminate spurious cook warnings for known missing packages
#rb Michael.Noland
Change 2778546 on 2015/11/23 by Aaron.McLeran
Moving occlusion feature settings from audio component to sound attenuation settings struct.
- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)
#rb Zak.Middleton
Change 2778664 on 2015/11/23 by Zak.Middleton
#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.
#rb Aaron.Mcleran
#codereview Frank.Gigliotti
Change 2779335 on 2015/11/24 by Mieszko.Zielinski
Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4
Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.
#rb Lukasz.Furman
Change 2779338 on 2015/11/24 by Benn.Gallagher
Fixed crash in Persona when focus is taken from a different window
#jira UE-22516
#rb Ben.Cosh
Change 2779375 on 2015/11/24 by Benn.Gallagher
Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
#rb Ori.Cohen
Change 2779753 on 2015/11/24 by Zak.Middleton
#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.
#rb Brian.Karis
Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00
DEC_MEMORY_STAT_BY ( STAT_Navigation_RecastMemory , Size ) ;
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# endif // STATS
FMemory : : Free ( Original ) ;
}
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static void DetourStatsPostAddTile ( const dtMeshTile & TileAdded )
{
FDetourTileLayout TileLayout ( TileAdded ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileMemory , TileLayout . TileSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileMeshHeaderMemory , TileLayout . HeaderSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileNavVertsMemory , TileLayout . VertsSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileNavPolysMemory , TileLayout . PolysSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileLinksMemory , TileLayout . LinksSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileDetailMeshesMemory , TileLayout . DetailMeshesSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileDetailVertsMemory , TileLayout . DetailVertsSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileDetailTrisMemory , TileLayout . DetailTrisSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileBVTreeMemory , TileLayout . BvTreeSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileOffMeshConsMemory , TileLayout . OffMeshConsSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileOffMeshSegsMemory , TileLayout . OffMeshSegsSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTileClustersMemory , TileLayout . ClustersSize ) ;
INC_MEMORY_STAT_BY ( STAT_DetourTilePolyClustersMemory , TileLayout . PolyClustersSize ) ;
}
static void DetourStatsPreRemoveTile ( const dtMeshTile & TileRemoving )
{
FDetourTileLayout TileLayout ( TileRemoving ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileMemory , TileLayout . TileSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileMeshHeaderMemory , TileLayout . HeaderSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileNavVertsMemory , TileLayout . VertsSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileNavPolysMemory , TileLayout . PolysSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileLinksMemory , TileLayout . LinksSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileDetailMeshesMemory , TileLayout . DetailMeshesSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileDetailVertsMemory , TileLayout . DetailVertsSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileDetailTrisMemory , TileLayout . DetailTrisSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileBVTreeMemory , TileLayout . BvTreeSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileOffMeshConsMemory , TileLayout . OffMeshConsSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileOffMeshSegsMemory , TileLayout . OffMeshSegsSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTileClustersMemory , TileLayout . ClustersSize ) ;
DEC_MEMORY_STAT_BY ( STAT_DetourTilePolyClustersMemory , TileLayout . PolyClustersSize ) ;
}
2014-03-14 14:13:41 -04:00
struct FRecastInitialSetup
{
FRecastInitialSetup ( )
{
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dtAllocSetCustom ( DetourMalloc , DetourFree ) ;
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rcAllocSetCustom ( RecastMalloc , RecastFree ) ;
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dtStatsSetCustom ( DetourStatsPostAddTile , DetourStatsPreRemoveTile ) ;
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}
} ;
static FRecastInitialSetup RecastSetup ;
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2014-03-14 14:13:41 -04:00
/****************************
* helpers
* * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static void Unr2RecastVector ( FVector const & V , FVector : : FReal * R )
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{
// @todo: speed this up with axis swaps instead of a full transform?
FVector const RecastV = Unreal2RecastPoint ( V ) ;
R [ 0 ] = RecastV . X ;
R [ 1 ] = RecastV . Y ;
R [ 2 ] = RecastV . Z ;
}
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static void Unr2RecastSizeVector ( FVector const & V , FVector : : FReal * R )
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{
// @todo: speed this up with axis swaps instead of a full transform?
FVector const RecastVAbs = Unreal2RecastPoint ( V ) . GetAbs ( ) ;
R [ 0 ] = RecastVAbs . X ;
R [ 1 ] = RecastVAbs . Y ;
R [ 2 ] = RecastVAbs . Z ;
}
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static FVector Recast2UnrVector ( FVector : : FReal const * R )
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{
return Recast2UnrealPoint ( R ) ;
}
ENavigationQueryResult : : Type DTStatusToNavQueryResult ( dtStatus Status )
{
// @todo look at possible dtStatus values (in DetourStatus.h), there's more data that can be retrieved from it
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3114846 on 2016/09/06 by Bob.Tellez
#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.
Change 3114805 on 2016/09/06 by Bob.Tellez
#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.
#JIRA FORT-29511
Change 3112750 on 2016/09/02 by Bob.Tellez
#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.
Change 3108977 on 2016/08/31 by Jeff.Campeau
Virtual keyboard support for Xbox One
Text set by virtual keyboards is now submitted on the main thread through an internal tick
Change 3108956 on 2016/08/31 by Chris.Gagnon
Added "ClientOnly" module type to the build tools.
Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
Cleaned up some duplicated code which attributted to the rot most likely
Change 3108879 on 2016/08/31 by Jeff.Campeau
Eliminate binary renaming (allows side by side configs)
Handle multiple binaries
Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)
Change 3108876 on 2016/08/31 by Jeff.Campeau
Fix a manifest generation bug that was eating a character on conjoined values.
Change 3108511 on 2016/08/31 by Billy.Bramer
- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
- Note that this change does not have any validity checking as of yet
Change 3108199 on 2016/08/31 by Ben.Woodhouse
Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.
Change 3107825 on 2016/08/31 by Ben.Woodhouse
Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts
#jira UE-35359
Change 3107197 on 2016/08/30 by Chris.Gagnon
Added ClientOnly option for Modules:
...
"Modules" :
[
{
"Name" : "PluginName",
"Type" : "ClientOnly",
"LoadingPhase" : "Default"
}
]
...
(example taken from a plugin definition)
Change 3104551 on 2016/08/29 by Lukasz.Furman
potential fix for crash in ability cancelling
#jira FORT-29200
Change 3104469 on 2016/08/29 by Lukasz.Furman
added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
#jira FORT-29198
Change 3103529 on 2016/08/26 by Jeff.Campeau
Xbox One keyboard shift is sometimes unresponsive
Change 3103523 on 2016/08/26 by Jeff.Campeau
Aug XDK era launch bug fixed
Change 3103183 on 2016/08/26 by Jeff.Campeau
August XDK support
Change 3102360 on 2016/08/26 by James.Hopkin
Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.
Change 3099375 on 2016/08/24 by Lukasz.Furman
added sanity check to UAnimInstance::Montage_Play
#jira FORT-28140
Change 3097832 on 2016/08/23 by Chad.Garyet
moving set_latest_build out of notifications section, was put there accidentally
Change 3097139 on 2016/08/22 by Aaron.McLeran
FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device
- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8
-#rb Bob.Tellez
#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3096552 on 2016/08/22 by Ben.Marsh
Fix killing adb.exe instead of notepad.exe.
Change 3096473 on 2016/08/22 by Ben.Marsh
Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.
Change 3096459 on 2016/08/22 by Ben.Marsh
Remove taskkill call for now.
Change 3096450 on 2016/08/22 by Ben.Marsh
Use system function instead of backticks to prevent errors killing job.
Change 3096449 on 2016/08/22 by Ben.Marsh
Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.
Change 3096272 on 2016/08/22 by Chad.Garyet
trying to remove postpfilter to see if that might be the stdout/err issue
Change 3095369 on 2016/08/19 by Ben.Zeigler
#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate
This will need updating when merging to Main to deal with the module changes
Change 3095002 on 2016/08/19 by James.Hopkin
Fixed another case of integers being cast to floats before being written to JSON.
#jira FORT-28694
Change 3094834 on 2016/08/19 by Chad.Garyet
trying a close of stdout and stderr to see if that remedies the ai test issue
Change 3094719 on 2016/08/19 by John.Abercrombie
Force a net update on the Avatar Actor whenever we start or stop a new Montage
Change 3094487 on 2016/08/19 by James.Hopkin
JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).
Change 3092389 on 2016/08/17 by Chad.Garyet
more caveman debugging, skipping email notification if node is the fortnite ai test node.
Change 3090898 on 2016/08/16 by Aaron.McLeran
FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData
Implementing CL 3080958 in FN
Change 3090761 on 2016/08/16 by Chris.Gagnon
Added initial pass of safe zone suport to the front end.
Change 3090734 on 2016/08/16 by John.Abercrombie
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
Change 3090405 on 2016/08/16 by Chad.Garyet
checking in caveman debugging for fortnite ai test node
Change 3089743 on 2016/08/15 by Ben.Zeigler
#jira FORT-28235
When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
There may be a better slate-level solution to this issue
Change 3088178 on 2016/08/12 by Saul.Abreu
Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.
Change 3087372 on 2016/08/12 by James.Hopkin
Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.
Change 3084836 on 2016/08/10 by Lina.Halper
Fix crash with retargeting additive anim montage
Change 3083188 on 2016/08/09 by Bob.Tellez
#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.
Change 3082835 on 2016/08/09 by Bob.Tellez
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3082621 on 2016/08/09 by Lukasz.Furman
fixed accessing empty navigation data in crowd's path processing
#jira FORT-27847
Change 3081749 on 2016/08/08 by Saul.Abreu
#jira UE-34104
Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.
Change 3081596 on 2016/08/08 by John.Abercrombie
Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state
Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.
Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.
(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.)
#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping
Change 3081536 on 2016/08/08 by Daniel.Broder
Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.
#UE4 #NoReleaseNotes
Change 3080679 on 2016/08/08 by Simon.Tovey
Increased threshold to ignore stall warning on partilce async work.
Increased precision of error message.
May still fire and still needs looking into properly.
If it does fire still I'll make it a higher priority.
Change 3080652 on 2016/08/08 by Chad.Garyet
Merging token scripts from ue4 main to fortnite
changed fornite main json scheduled builds to all use skiptargetswithouttickets
Change 3079357 on 2016/08/05 by John.Abercrombie
Character movement components can now be throttled
- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
- Character movement components are throttled based on their current NetUpdateRate
All character movement components are updated by the Game State
- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it
Change 3078666 on 2016/08/05 by Simon.Tovey
Disabling some log spam for particles.
Change 3072992 on 2016/08/01 by Jonathan.Lindquist
Fixing a bug related to weld object seams
Change 3070991 on 2016/07/29 by Fred.Kimberley
Allow aggregators to perform calculations while ignoring multiple GEs.
Change 3070518 on 2016/07/29 by Bob.Tellez
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3069605 on 2016/07/28 by Bob.Tellez
#UE4 SScrollBox now works with invalidation panels.
Change 3069600 on 2016/07/28 by Bob.Tellez
#UE4 SMenuAnchor now works with invalidation panels.
Change 3069583 on 2016/07/28 by Bob.Tellez
#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.
Change 3068935 on 2016/07/28 by Bob.Tellez
[AUTOMERGE]
#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.
#JIRA FORT-27836
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.
Change 3068422 on 2016/07/28 by John.Pollard
Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#tests Live game + replays
Change 3067537 on 2016/07/27 by Bob.Tellez
[AUTOMERGE]
#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.
#JIRA FORT-26696
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.
Change 3065138 on 2016/07/26 by Josh.Markiewicz
#UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix)
- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
- *BUG REPRO*
- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
- DestroySession would remove the named session while the previous CreateSession was in flight
- A new CreateSession could be called afterward because the previous named session was removed
- the first CreateSession would finish and give the session a valid SessionInfo
- the second CreateSession would finish and assert that the SessionInfo should be invalid
#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more
Change 3064932 on 2016/07/26 by Tim.Tillotson
Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.
#JIRA UE-33426
Change 3064743 on 2016/07/26 by Mark.Satterthwaite
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira FORT-27685
Change 3063870 on 2016/07/25 by Lukasz.Furman
fixed navlink area class assignment, again
custom link definitions were exporting from CDO without initializing data first
#jira FORT-27713
Change 3063747 on 2016/07/25 by Bob.Tellez
#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS
#JIRA
Change 3063500 on 2016/07/25 by Bob.Tellez
#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.
Change 3063317 on 2016/07/25 by Lukasz.Furman
fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
#fortnite
Change 3063224 on 2016/07/25 by Bob.Tellez
#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.
Avoid adding widgets to the hittest grid more than once.
Change 3063188 on 2016/07/25 by Lukasz.Furman
removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
#jira FORT-27186
Change 3062338 on 2016/07/22 by Aaron.McLeran
FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.
#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3061806 on 2016/07/22 by Ben.Zeigler
#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack
Change 3061790 on 2016/07/22 by Ben.Zeigler
#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
Related to changes made on Orion in CL #2878992
Change 3060590 on 2016/07/21 by Mark.Satterthwaite
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
Change 3060542 on 2016/07/21 by Bob.Tellez
#UE4 Made SetIsEnabled and SetVisibility virtual.
Change 3058876 on 2016/07/20 by Aaron.McLeran
FORT-25593 Mac crash when idling in zone with screen locked
Adding logging when failing to update AuGraph and not asserting.
Change 3058653 on 2016/07/20 by Bob.Tellez
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3058568 on 2016/07/20 by Bob.Tellez
#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.
Change 3058203 on 2016/07/20 by Bob.Tellez
#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.
Change 3056767 on 2016/07/19 by Bob.Tellez
#UE4 Speculative DetachLinker crash fix.
#JIRA FORT-27335
Change 3056665 on 2016/07/19 by John.Abercrombie
Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius
Change 3054368 on 2016/07/18 by Lina.Halper
- moved removing notifies to end of montage event
- that way between blending out to terminate, it still can trigger notifies.
#code review: Martin.Wilson, John.Abercrombie
Change 3054109 on 2016/07/18 by Bob.Tellez
#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.
Change 3053831 on 2016/07/18 by Lina.Halper
#Anim montage recursive issue: Make sure to check valid before additive
#code review: Bob.Tellez
Change 3052641 on 2016/07/15 by Bob.Tellez
#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.
Change 3052601 on 2016/07/15 by Daniel.Broder
EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).
#ReleaseNoteAbove^^
Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.
#UE4 #ReleaseNote!
Change 3052201 on 2016/07/15 by Rob.Cannaday
Fix for broken party state when timeout on receiving leave request response
Execute delegate after marking the party in a disconnected state
#jira FORT-25362
Change 3050944 on 2016/07/14 by Bob.Tellez
#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0
Change 3050352 on 2016/07/14 by Olaf.Piesche
#jira UE-32058
Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.
Change 3049049 on 2016/07/13 by Bob.Tellez
#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.
#JIRA FORT-27030
Change 3048186 on 2016/07/13 by John.Abercrombie
Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators
Change 3046531 on 2016/07/12 by Bob.Tellez
#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.
#JIRA FORT-26683
Change 3046134 on 2016/07/12 by Ian.Fox
#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
Change 3045544 on 2016/07/11 by Bob.Tellez
#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.
Change 3045101 on 2016/07/11 by Fred.Kimberley
Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.
Change 3045035 on 2016/07/11 by John.Abercrombie
UpdateMoveFocus will only clear the focus if the path following component is idle
- Keeps the AI rotated in the correct direction when movements get paused
Change 3044883 on 2016/07/11 by Mark.Satterthwaite
Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
#jira FORT-26879
Change 3044819 on 2016/07/11 by Carlos.Cuello
Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR
Change 3044683 on 2016/07/11 by Bob.Tellez
#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.
Change 3044581 on 2016/07/11 by Nick.Cooper
#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect
#jira FORT-23140
Change 3043726 on 2016/07/08 by Billy.Bramer
- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
- UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
- Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture
- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
- Misc ability system cleanup (fix typos, etc.)
Change 3043152 on 2016/07/08 by Daniel.Broder
Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.)
#UE4 #NoReleaseNotes
Change 3041765 on 2016/07/07 by John.Abercrombie
Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn
Change 3041664 on 2016/07/07 by Bob.Tellez
#UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#JIRA FORT-25983
Change 3040645 on 2016/07/06 by Bob.Tellez
#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.
Change 3039969 on 2016/07/06 by Billy.Bramer
- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly
Change 3036256 on 2016/07/01 by Bob.Tellez
#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.
Change 3036173 on 2016/07/01 by Ben.Salem
Get FTests running sequentially. And, actually, running at all in non-editor.
Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.
Change 3035551 on 2016/07/01 by John.Abercrombie
Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
- CL 3034853 contained the original change
Change 3035152 on 2016/06/30 by Daniel.Broder
Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience).
#ReleaseNoteAbove
The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box.
Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes.
Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".
NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/
#UE4 #ReleaseNoteAtTop
Change 3034918 on 2016/06/30 by William.Ewen
Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.
Change 3034853 on 2016/06/30 by John.Abercrombie
When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list
Change 3033507 on 2016/06/29 by Ben.Zeigler
#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch
Change 3033413 on 2016/06/29 by Daniel.Wright
Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
* Useful for reducing self shadowing on meshes that have ambient animation
Change 3033343 on 2016/06/29 by Billy.Bramer
- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)
Change 3032888 on 2016/06/29 by Billy.Bramer
- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers
Change 3031800 on 2016/06/28 by Jonathan.Lindquist
new exr texture
Change 3030807 on 2016/06/28 by Lukasz.Furman
added more debug logs for rare navmesh raycast crash
#jira FORT-22373
Change 3030624 on 2016/06/28 by Lukasz.Furman
switching navgraph to use FMetaNavMeshPath
#fortnite
Change 3030002 on 2016/06/27 by Ben.Zeigler
Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.
Change 3029720 on 2016/06/27 by Ben.Zeigler
Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken
Change 3029574 on 2016/06/27 by Bob.Tellez
#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.
Change 3027275 on 2016/06/24 by Billy.Bramer
- First pass of adding evaluation channel support to non-instant gameplay effects
- Evaluation channels allow for game-specific control over the order of modifier evaluation
- Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
- Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
- By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
- Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
- Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
- Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects
- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes
Change 3022931 on 2016/06/22 by Nick.Cooper
#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV
Change 3021845 on 2016/06/21 by Carlos.Cuello
Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.
#jira Fort-25978
Change 3021800 on 2016/06/21 by Lukasz.Furman
adding function to query if navmesh was initialized in given radius
#jira FORT-24487
Change 3021777 on 2016/06/21 by Martin.Mittring
UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
content that used SkyLight OcclusionTint feature will look different and might need a retweak.
a brighter (~ 3-4 times) and less vibrant color results in a similar look
#code_review:Jonathan.Lindquist
[CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
// Partial paths are treated by Recast as Success while we treat as fail
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return dtStatusSucceed ( Status ) ? ( dtStatusDetail ( Status , DT_PARTIAL_RESULT ) ? ENavigationQueryResult : : Fail : ENavigationQueryResult : : Success )
: ( dtStatusDetail ( Status , DT_INVALID_PARAM ) ? ENavigationQueryResult : : Error : ENavigationQueryResult : : Fail ) ;
}
//----------------------------------------------------------------------//
// FRecastQueryFilter();
//----------------------------------------------------------------------//
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FRecastQueryFilter : : FRecastQueryFilter ( bool bIsVirtual )
: dtQueryFilter ( bIsVirtual )
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{
SetExcludedArea ( RECAST_NULL_AREA ) ;
}
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INavigationQueryFilterInterface * FRecastQueryFilter : : CreateCopy ( ) const
{
return new FRecastQueryFilter ( * this ) ;
}
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void FRecastQueryFilter : : SetIsVirtual ( bool bIsVirtual )
{
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isVirtual = bIsVirtual ;
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}
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void FRecastQueryFilter : : Reset ( )
{
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// resetting just the cost data, we don't want to override the vf table like we did before (UE-95704)
new ( & data ) dtQueryFilterData ( ) ;
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SetExcludedArea ( RECAST_NULL_AREA ) ;
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}
void FRecastQueryFilter : : SetAreaCost ( uint8 AreaType , float Cost )
{
setAreaCost ( AreaType , Cost ) ;
}
void FRecastQueryFilter : : SetFixedAreaEnteringCost ( uint8 AreaType , float Cost )
{
# if WITH_FIXED_AREA_ENTERING_COST
setAreaFixedCost ( AreaType , Cost ) ;
# endif // WITH_FIXED_AREA_ENTERING_COST
}
void FRecastQueryFilter : : SetExcludedArea ( uint8 AreaType )
{
setAreaCost ( AreaType , DT_UNWALKABLE_POLY_COST ) ;
}
void FRecastQueryFilter : : SetAllAreaCosts ( const float * CostArray , const int32 Count )
{
// @todo could get away with memcopying to m_areaCost, but it's private and would require a little hack
// need to consider if it's wort a try (not sure there'll be any perf gain)
if ( Count > RECAST_MAX_AREAS )
{
UE_LOG ( LogNavigation , Warning , TEXT ( " FRecastQueryFilter: Trying to set cost to more areas than allowed! Discarding redundant values. " ) ) ;
}
const int32 ElementsCount = FPlatformMath : : Min ( Count , RECAST_MAX_AREAS ) ;
for ( int32 i = 0 ; i < ElementsCount ; + + i )
{
setAreaCost ( i , CostArray [ i ] ) ;
}
}
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// LWC_TODO_AI: These costs should probably be FVector::FReal. Not until after 5.0!
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void FRecastQueryFilter : : GetAllAreaCosts ( float * CostArray , float * FixedCostArray , const int32 Count ) const
{
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const FVector : : FReal * DetourCosts = getAllAreaCosts ( ) ;
const FVector : : FReal * DetourFixedCosts = getAllFixedAreaCosts ( ) ;
const int32 NumItems = FMath : : Min ( Count , RECAST_MAX_AREAS ) ;
for ( int i = 0 ; i < NumItems ; + + i )
{
// LWC_TODO_AI: Replace with memcpy when we move to FReal. Not until after 5.0!
CostArray [ i ] = UE_REAL_TO_FLOAT_CLAMPED ( DetourCosts [ i ] ) ;
FixedCostArray [ i ] = UE_REAL_TO_FLOAT_CLAMPED ( DetourFixedCosts [ i ] ) ;
}
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}
void FRecastQueryFilter : : SetBacktrackingEnabled ( const bool bBacktracking )
{
setIsBacktracking ( bBacktracking ) ;
}
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void FRecastQueryFilter : : SetShouldIgnoreClosedNodes ( const bool bIgnoreClosed )
{
setShouldIgnoreClosedNodes ( bIgnoreClosed ) ;
}
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bool FRecastQueryFilter : : IsBacktrackingEnabled ( ) const
{
return getIsBacktracking ( ) ;
}
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float FRecastQueryFilter : : GetHeuristicScale ( ) const
{
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return UE_REAL_TO_FLOAT ( getHeuristicScale ( ) ) ;
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}
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bool FRecastQueryFilter : : IsEqual ( const INavigationQueryFilterInterface * Other ) const
{
// @NOTE: not type safe, should be changed when another filter type is introduced
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return FMemory : : Memcmp ( this , Other , sizeof ( FRecastQueryFilter ) ) = = 0 ;
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}
void FRecastQueryFilter : : SetIncludeFlags ( uint16 Flags )
{
setIncludeFlags ( Flags ) ;
}
uint16 FRecastQueryFilter : : GetIncludeFlags ( ) const
{
return getIncludeFlags ( ) ;
}
void FRecastQueryFilter : : SetExcludeFlags ( uint16 Flags )
{
setExcludeFlags ( Flags ) ;
}
uint16 FRecastQueryFilter : : GetExcludeFlags ( ) const
{
return getExcludeFlags ( ) ;
}
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bool FRecastSpeciaLinkFilter : : isLinkAllowed ( const int32 UserId ) const
{
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const INavLinkCustomInterface * CustomLink = NavSys ? NavSys - > GetCustomLink ( UserId ) : NULL ;
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return ( CustomLink ! = NULL ) & & CustomLink - > IsLinkPathfindingAllowed ( CachedOwnerOb ) ;
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}
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void FRecastSpeciaLinkFilter : : initialize ( )
{
CachedOwnerOb = SearchOwner . Get ( ) ;
}
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//----------------------------------------------------------------------//
// FPImplRecastNavMesh
//----------------------------------------------------------------------//
FPImplRecastNavMesh : : FPImplRecastNavMesh ( ARecastNavMesh * Owner )
: NavMeshOwner ( Owner )
, DetourNavMesh ( NULL )
{
check ( Owner & & " Owner must never be NULL " ) ;
INC_DWORD_STAT_BY ( STAT_NavigationMemory
, Owner - > HasAnyFlags ( RF_ClassDefaultObject ) = = false ? sizeof ( * this ) : 0 ) ;
} ;
FPImplRecastNavMesh : : ~ FPImplRecastNavMesh ( )
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{
ReleaseDetourNavMesh ( ) ;
DEC_DWORD_STAT_BY ( STAT_NavigationMemory , sizeof ( * this ) ) ;
} ;
void FPImplRecastNavMesh : : ReleaseDetourNavMesh ( )
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{
// release navmesh only if we own it
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if ( DetourNavMesh ! = nullptr )
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{
dtFreeNavMesh ( DetourNavMesh ) ;
}
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DetourNavMesh = nullptr ;
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CompressedTileCacheLayers . Empty ( ) ;
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# if RECAST_INTERNAL_DEBUG_DATA
DebugDataMap . Empty ( ) ;
# endif
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}
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// LWC_TODO_AI: Remove prior to UE5 5.0 Release.
// Currenlty floats are serialized as doubles for the navigation data so it can be loaded in LWC and non LWC builds (mainly used for regression testing).
class FSerializeFloatAsDoubleHack
{
public :
FSerializeFloatAsDoubleHack ( FArchive & InArchive )
: Archive ( InArchive )
{ }
/** Returns true if this archive is for loading data. */
FORCEINLINE bool IsLoading ( ) const
{
return Archive . IsLoading ( ) ;
}
/** Returns true if this archive is for saving data, this can also be a pre-save preparation archive. */
FORCEINLINE bool IsSaving ( ) const
{
return Archive . IsSaving ( ) ;
}
operator FArchive & ( ) const { return Archive ; }
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , uint8 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , int8 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , uint16 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , int16 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , uint32 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , bool & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , int32 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , float & Value )
{
double DoubleValue = Value ;
Ar . Archive < < DoubleValue ;
Value = DoubleValue ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , double & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
FORCEINLINE friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , uint64 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
friend FSerializeFloatAsDoubleHack & operator < < ( FSerializeFloatAsDoubleHack & Ar , int64 & Value )
{
Ar . Archive < < Value ;
return Ar ;
}
virtual void Serialize ( void * Value , int64 Length )
{
Archive . Serialize ( Value , Length ) ;
}
protected :
FArchive & Archive ;
} ;
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/**
* Serialization .
* @ param Ar - The archive with which to serialize .
* @ returns true if serialization was successful .
*/
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void FPImplRecastNavMesh : : Serialize ( FArchive & ArWrapped , int32 NavMeshVersion )
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{
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FSerializeFloatAsDoubleHack Ar ( ArWrapped ) ; // LWC_TODO_AI: Remove prior to UE5 5.0 Release.
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//@todo: How to handle loading nav meshes saved w/ recast when recast isn't present????
if ( ! Ar . IsLoading ( ) & & DetourNavMesh = = NULL )
{
// nothing to write
return ;
}
// All we really need to do is read/write the data blob for each tile
if ( Ar . IsLoading ( ) )
{
// allocate the navmesh object
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ReleaseDetourNavMesh ( ) ;
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DetourNavMesh = dtAllocNavMesh ( ) ;
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if ( DetourNavMesh = = NULL )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Error , TEXT ( " Failed to allocate Recast navmesh " ) ) ;
}
}
int32 NumTiles = 0 ;
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TArray < int32 > TilesToSave ;
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if ( Ar . IsSaving ( ) )
{
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TilesToSave . Reserve ( DetourNavMesh - > getMaxTiles ( ) ) ;
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const UNavigationSystemV1 * NavSys = FNavigationSystem : : GetCurrent < const UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) ;
// Need to keep the check !IsRunningCommandlet() for the case where maps are cooked and saved from UCookCommandlet.
// In that flow the nav bounds are not set (no bounds means no tiles to save and the navmesh would be saved without tiles).
// This flow would benefit to be revisited since navmesh serialization should not be different whether it was run or not by a commandlet.
// Fixes missing navmesh regression (UE-103604).
if ( NavMeshOwner - > SupportsStreaming ( ) & & NavSys & & ! IsRunningCommandlet ( ) )
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{
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// We save only tiles that belongs to this level
GetNavMeshTilesIn ( NavMeshOwner - > GetNavigableBoundsInLevel ( NavMeshOwner - > GetLevel ( ) ) , TilesToSave ) ;
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}
else
{
// Otherwise all valid tiles
dtNavMesh const * ConstNavMesh = DetourNavMesh ;
for ( int i = 0 ; i < ConstNavMesh - > getMaxTiles ( ) ; + + i )
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{
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const dtMeshTile * Tile = ConstNavMesh - > getTile ( i ) ;
if ( Tile ! = NULL & & Tile - > header ! = NULL & & Tile - > dataSize > 0 )
{
TilesToSave . Add ( i ) ;
}
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}
}
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NumTiles = TilesToSave . Num ( ) ;
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UE_LOG ( LogNavigation , VeryVerbose , TEXT ( " %s Ar.IsSaving() %i tiles in %s. " ) , ANSI_TO_TCHAR ( __FUNCTION__ ) , NumTiles , * NavMeshOwner - > GetFullName ( ) ) ;
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}
Ar < < NumTiles ;
dtNavMeshParams Params = * DetourNavMesh - > getParams ( ) ;
Ar < < Params . orig [ 0 ] < < Params . orig [ 1 ] < < Params . orig [ 2 ] ;
Ar < < Params . tileWidth ; ///< The width of each tile. (Along the x-axis.)
Ar < < Params . tileHeight ; ///< The height of each tile. (Along the z-axis.)
Ar < < Params . maxTiles ; ///< The maximum number of tiles the navigation mesh can contain.
Ar < < Params . maxPolys ;
if ( Ar . IsLoading ( ) )
{
// at this point we can tell whether navmesh being loaded is in line
// ARecastNavMesh's params. If not, just skip it.
// assumes tiles are rectangular
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const FVector : : FReal ActorsTileSize = FVector : : FReal ( int32 ( NavMeshOwner - > TileSizeUU / NavMeshOwner - > CellSize ) * NavMeshOwner - > CellSize ) ;
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if ( ActorsTileSize ! = Params . tileWidth )
{
// just move archive position
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ReleaseDetourNavMesh ( ) ;
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for ( int i = 0 ; i < NumTiles ; + + i )
{
dtTileRef TileRef = MAX_uint64 ;
int32 TileDataSize = 0 ;
Ar < < TileRef < < TileDataSize ;
if ( TileRef = = MAX_uint64 | | TileDataSize = = 0 )
{
continue ;
}
unsigned char * TileData = NULL ;
TileDataSize = 0 ;
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SerializeRecastMeshTile ( Ar , NavMeshVersion , TileData , TileDataSize ) ;
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if ( TileData ! = NULL )
{
dtMeshHeader * const TileHeader = ( dtMeshHeader * ) TileData ;
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dtFree ( TileHeader , DT_ALLOC_PERM_TILE_DATA ) ;
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unsigned char * ComressedTileData = NULL ;
int32 CompressedTileDataSize = 0 ;
SerializeCompressedTileCacheData ( Ar , NavMeshVersion , ComressedTileData , CompressedTileDataSize ) ;
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dtFree ( ComressedTileData , DT_ALLOC_PERM_TILE_DATA ) ;
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}
}
}
else
{
// regular loading
dtStatus Status = DetourNavMesh - > init ( & Params ) ;
if ( dtStatusFailed ( Status ) )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Error , TEXT ( " Failed to initialize NavMesh " ) ) ;
}
for ( int i = 0 ; i < NumTiles ; + + i )
{
dtTileRef TileRef = MAX_uint64 ;
int32 TileDataSize = 0 ;
Ar < < TileRef < < TileDataSize ;
if ( TileRef = = MAX_uint64 | | TileDataSize = = 0 )
{
continue ;
}
unsigned char * TileData = NULL ;
TileDataSize = 0 ;
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SerializeRecastMeshTile ( Ar , NavMeshVersion , TileData , TileDataSize ) ;
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if ( TileData ! = NULL )
{
dtMeshHeader * const TileHeader = ( dtMeshHeader * ) TileData ;
DetourNavMesh - > addTile ( TileData , TileDataSize , DT_TILE_FREE_DATA , TileRef , NULL ) ;
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// Serialize compressed tile cache layer
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uint8 * ComressedTileData = nullptr ;
int32 CompressedTileDataSize = 0 ;
SerializeCompressedTileCacheData ( Ar , NavMeshVersion , ComressedTileData , CompressedTileDataSize ) ;
if ( CompressedTileDataSize > 0 )
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{
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AddTileCacheLayer ( TileHeader - > x , TileHeader - > y , TileHeader - > layer ,
FNavMeshTileData ( ComressedTileData , CompressedTileDataSize , TileHeader - > layer , Recast2UnrealBox ( TileHeader - > bmin , TileHeader - > bmax ) ) ) ;
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}
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}
}
}
}
else if ( Ar . IsSaving ( ) )
{
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const bool bSupportsRuntimeGeneration = NavMeshOwner - > SupportsRuntimeGeneration ( ) ;
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dtNavMesh const * ConstNavMesh = DetourNavMesh ;
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for ( int TileIndex : TilesToSave )
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{
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const dtMeshTile * Tile = ConstNavMesh - > getTile ( TileIndex ) ;
dtTileRef TileRef = ConstNavMesh - > getTileRef ( Tile ) ;
int32 TileDataSize = Tile - > dataSize ;
Ar < < TileRef < < TileDataSize ;
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unsigned char * TileData = Tile - > data ;
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SerializeRecastMeshTile ( Ar , NavMeshVersion , TileData , TileDataSize ) ;
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// Serialize compressed tile cache layer only if navmesh requires it
{
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FNavMeshTileData TileCacheLayer ;
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uint8 * CompressedData = nullptr ;
int32 CompressedDataSize = 0 ;
if ( bSupportsRuntimeGeneration )
{
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TileCacheLayer = GetTileCacheLayer ( Tile - > header - > x , Tile - > header - > y , Tile - > header - > layer ) ;
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CompressedData = TileCacheLayer . GetDataSafe ( ) ;
CompressedDataSize = TileCacheLayer . DataSize ;
}
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SerializeCompressedTileCacheData ( Ar , NavMeshVersion , CompressedData , CompressedDataSize ) ;
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}
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}
}
}
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void FPImplRecastNavMesh : : SerializeRecastMeshTile ( FArchive & ArWrapped , int32 NavMeshVersion , unsigned char * & TileData , int32 & TileDataSize )
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{
// The strategy here is to serialize the data blob that is passed into addTile()
// @see dtCreateNavMeshData() for details on how this data is laid out
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FSerializeFloatAsDoubleHack Ar ( ArWrapped ) ; // LWC_TODO_AI: Remove prior to UE5 5.0 Release.
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FDetourTileSizeInfo SizeInfo ;
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if ( Ar . IsSaving ( ) )
{
// fill in data to write
dtMeshHeader * const H = ( dtMeshHeader * ) TileData ;
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SizeInfo . VertCount = H - > vertCount ;
SizeInfo . PolyCount = H - > polyCount ;
SizeInfo . MaxLinkCount = H - > maxLinkCount ;
SizeInfo . DetailMeshCount = H - > detailMeshCount ;
SizeInfo . DetailVertCount = H - > detailVertCount ;
SizeInfo . DetailTriCount = H - > detailTriCount ;
SizeInfo . BvNodeCount = H - > bvNodeCount ;
SizeInfo . OffMeshConCount = H - > offMeshConCount ;
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# if WITH_NAVMESH_SEGMENT_LINKS
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SizeInfo . OffMeshSegConCount = H - > offMeshSegConCount ;
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# endif // WITH_NAVMESH_SEGMENT_LINKS
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# if WITH_NAVMESH_CLUSTER_LINKS
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SizeInfo . ClusterCount = H - > clusterCount ;
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# endif // WITH_NAVMESH_CLUSTER_LINKS
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}
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Ar < < SizeInfo . VertCount < < SizeInfo . PolyCount < < SizeInfo . MaxLinkCount ;
Ar < < SizeInfo . DetailMeshCount < < SizeInfo . DetailVertCount < < SizeInfo . DetailTriCount ;
Ar < < SizeInfo . BvNodeCount < < SizeInfo . OffMeshConCount < < SizeInfo . OffMeshSegConCount ;
Ar < < SizeInfo . ClusterCount ;
SizeInfo . OffMeshBase = SizeInfo . DetailMeshCount ;
const int32 polyClusterCount = SizeInfo . OffMeshBase ;
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// calc sizes for our data so we know how much to allocate and where to read/write stuff
// note this may not match the on-disk size or the in-memory size on the machine that generated that data
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FDetourTileLayout TileLayout ( SizeInfo ) ;
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if ( Ar . IsLoading ( ) )
{
check ( TileData = = NULL ) ;
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TileDataSize = TileLayout . TileSize ;
TileData = ( unsigned char * ) dtAlloc ( sizeof ( unsigned char ) * TileDataSize , DT_ALLOC_PERM_TILE_DATA ) ;
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if ( ! TileData )
{
UE_LOG ( LogNavigation , Error , TEXT ( " Failed to alloc navmesh tile " ) ) ;
}
FMemory : : Memset ( TileData , 0 , TileDataSize ) ;
}
else if ( Ar . IsSaving ( ) )
{
// TileData and TileDataSize should already be set, verify
check ( TileData ! = NULL ) ;
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check ( TileLayout . TileSize = = TileDataSize ) ;
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}
if ( TileData ! = NULL )
{
// sort out where various data types do/will live
unsigned char * d = TileData ;
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dtMeshHeader * Header = ( dtMeshHeader * ) d ; d + = TileLayout . HeaderSize ;
FVector : : FReal * NavVerts = ( FVector : : FReal * ) d ; d + = TileLayout . VertsSize ;
dtPoly * NavPolys = ( dtPoly * ) d ; d + = TileLayout . PolysSize ;
d + = TileLayout . LinksSize ; // @fixme, are links autogenerated on addTile?
dtPolyDetail * DetailMeshes = ( dtPolyDetail * ) d ; d + = TileLayout . DetailMeshesSize ;
FVector : : FReal * DetailVerts = ( FVector : : FReal * ) d ; d + = TileLayout . DetailVertsSize ;
unsigned char * DetailTris = ( unsigned char * ) d ; d + = TileLayout . DetailTrisSize ;
dtBVNode * BVTree = ( dtBVNode * ) d ; d + = TileLayout . BvTreeSize ;
dtOffMeshConnection * OffMeshCons = ( dtOffMeshConnection * ) d ; d + = TileLayout . OffMeshConsSize ;
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# if WITH_NAVMESH_SEGMENT_LINKS
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dtOffMeshSegmentConnection * OffMeshSegs = ( dtOffMeshSegmentConnection * ) d ; d + = TileLayout . OffMeshSegsSize ;
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# endif // WITH_NAVMESH_SEGMENT_LINKS
# if WITH_NAVMESH_CLUSTER_LINKS
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dtCluster * Clusters = ( dtCluster * ) d ; d + = TileLayout . ClustersSize ;
unsigned short * PolyClusters = ( unsigned short * ) d ; d + = TileLayout . PolyClustersSize ;
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# endif // WITH_NAVMESH_CLUSTER_LINKS
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check ( d = = ( TileData + TileDataSize ) ) ;
// now serialize the data in the blob!
// header
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Ar < < Header - > magic < < Header - > version < < Header - > x < < Header - > y ;
Ar < < Header - > layer < < Header - > userId < < Header - > polyCount < < Header - > vertCount ;
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Ar < < Header - > maxLinkCount < < Header - > detailMeshCount < < Header - > detailVertCount < < Header - > detailTriCount ;
Ar < < Header - > bvNodeCount < < Header - > offMeshConCount < < Header - > offMeshBase ;
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Ar < < Header - > walkableHeight < < Header - > walkableRadius < < Header - > walkableClimb ;
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Ar < < Header - > bmin [ 0 ] < < Header - > bmin [ 1 ] < < Header - > bmin [ 2 ] ;
Ar < < Header - > bmax [ 0 ] < < Header - > bmax [ 1 ] < < Header - > bmax [ 2 ] ;
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Ar < < Header - > bvQuantFactor ;
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# if WITH_NAVMESH_CLUSTER_LINKS
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Ar < < Header - > clusterCount ;
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# else
int DummyClusterCount = 0 ;
Ar < < DummyClusterCount ;
# endif // WITH_NAVMESH_CLUSTER_LINKS
# if WITH_NAVMESH_SEGMENT_LINKS
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Ar < < Header - > offMeshSegConCount < < Header - > offMeshSegPolyBase < < Header - > offMeshSegVertBase ;
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# else
int DummySegmentInt = 0 ;
Ar < < DummySegmentInt < < DummySegmentInt < < DummySegmentInt ;
# endif // WITH_NAVMESH_SEGMENT_LINKS
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// mesh and offmesh connection vertices, just an array of reals (one real triplet per vert)
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{
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FVector : : FReal * F = NavVerts ;
for ( int32 VertIdx = 0 ; VertIdx < SizeInfo . VertCount ; VertIdx + + )
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{
Ar < < * F ; F + + ;
Ar < < * F ; F + + ;
Ar < < * F ; F + + ;
}
}
// mesh and off-mesh connection polys
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for ( int32 PolyIdx = 0 ; PolyIdx < SizeInfo . PolyCount ; + + PolyIdx )
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{
dtPoly & P = NavPolys [ PolyIdx ] ;
Ar < < P . firstLink ;
for ( uint32 VertIdx = 0 ; VertIdx < DT_VERTS_PER_POLYGON ; + + VertIdx )
{
Ar < < P . verts [ VertIdx ] ;
}
for ( uint32 NeiIdx = 0 ; NeiIdx < DT_VERTS_PER_POLYGON ; + + NeiIdx )
{
Ar < < P . neis [ NeiIdx ] ;
}
Ar < < P . flags < < P . vertCount < < P . areaAndtype ;
}
// serialize detail meshes
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for ( int32 MeshIdx = 0 ; MeshIdx < SizeInfo . DetailMeshCount ; + + MeshIdx )
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{
dtPolyDetail & DM = DetailMeshes [ MeshIdx ] ;
Ar < < DM . vertBase < < DM . triBase < < DM . vertCount < < DM . triCount ;
}
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// serialize detail verts (one real triplet per vert)
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{
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FVector : : FReal * F = DetailVerts ;
for ( int32 VertIdx = 0 ; VertIdx < SizeInfo . DetailVertCount ; + + VertIdx )
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{
Ar < < * F ; F + + ;
Ar < < * F ; F + + ;
Ar < < * F ; F + + ;
}
}
// serialize detail tris (4 one-byte indices per tri)
{
unsigned char * V = DetailTris ;
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for ( int32 TriIdx = 0 ; TriIdx < SizeInfo . DetailTriCount ; + + TriIdx )
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{
Ar < < * V ; V + + ;
Ar < < * V ; V + + ;
Ar < < * V ; V + + ;
Ar < < * V ; V + + ;
}
}
// serialize BV tree
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for ( int32 NodeIdx = 0 ; NodeIdx < SizeInfo . BvNodeCount ; + + NodeIdx )
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{
dtBVNode & Node = BVTree [ NodeIdx ] ;
Ar < < Node . bmin [ 0 ] < < Node . bmin [ 1 ] < < Node . bmin [ 2 ] ;
Ar < < Node . bmax [ 0 ] < < Node . bmax [ 1 ] < < Node . bmax [ 2 ] ;
Ar < < Node . i ;
}
// serialize off-mesh connections
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for ( int32 ConnIdx = 0 ; ConnIdx < SizeInfo . OffMeshConCount ; + + ConnIdx )
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{
dtOffMeshConnection & Conn = OffMeshCons [ ConnIdx ] ;
Ar < < Conn . pos [ 0 ] < < Conn . pos [ 1 ] < < Conn . pos [ 2 ] < < Conn . pos [ 3 ] < < Conn . pos [ 4 ] < < Conn . pos [ 5 ] ;
Ar < < Conn . rad < < Conn . poly < < Conn . flags < < Conn . side < < Conn . userId ;
}
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if ( NavMeshVersion > = NAVMESHVER_OFFMESH_HEIGHT_BUG )
{
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for ( int32 ConnIdx = 0 ; ConnIdx < SizeInfo . OffMeshConCount ; + + ConnIdx )
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{
dtOffMeshConnection & Conn = OffMeshCons [ ConnIdx ] ;
Ar < < Conn . height ;
}
}
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for ( int32 SegIdx = 0 ; SegIdx < SizeInfo . OffMeshSegConCount ; + + SegIdx )
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{
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# if WITH_NAVMESH_SEGMENT_LINKS
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dtOffMeshSegmentConnection & Seg = OffMeshSegs [ SegIdx ] ;
Ar < < Seg . startA [ 0 ] < < Seg . startA [ 1 ] < < Seg . startA [ 2 ] ;
Ar < < Seg . startB [ 0 ] < < Seg . startB [ 1 ] < < Seg . startB [ 2 ] ;
Ar < < Seg . endA [ 0 ] < < Seg . endA [ 1 ] < < Seg . endA [ 2 ] ;
Ar < < Seg . endB [ 0 ] < < Seg . endB [ 1 ] < < Seg . endB [ 2 ] ;
Ar < < Seg . rad < < Seg . firstPoly < < Seg . npolys < < Seg . flags < < Seg . userId ;
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# else
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FVector : : FReal DummySegmentConReal ;
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unsigned int DummySegmentConInt ;
unsigned short DummySegmentConShort ;
unsigned char DummySegmentConChar ;
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Ar < < DummySegmentConReal < < DummySegmentConReal < < DummySegmentConReal ; // real startA[3]; ///< Start point of segment A
Ar < < DummySegmentConReal < < DummySegmentConReal < < DummySegmentConReal ; // real endA[3]; ///< End point of segment A
Ar < < DummySegmentConReal < < DummySegmentConReal < < DummySegmentConReal ; // real startB[3]; ///< Start point of segment B
Ar < < DummySegmentConReal < < DummySegmentConReal < < DummySegmentConReal ; // real endB[3]; ///< End point of segment B
Ar < < DummySegmentConReal < < DummySegmentConShort < < DummySegmentConChar < < DummySegmentConChar < < DummySegmentConInt ; // real rad, short firstPoly, char npolys, char flags, int userId
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# endif // WITH_NAVMESH_SEGMENT_LINKS
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}
// serialize clusters
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for ( int32 CIdx = 0 ; CIdx < SizeInfo . ClusterCount ; + + CIdx )
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{
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# if WITH_NAVMESH_CLUSTER_LINKS
dtCluster & Cluster = Clusters [ CIdx ] ;
Ar < < Cluster . center [ 0 ] < < Cluster . center [ 1 ] < < Cluster . center [ 2 ] ;
# else
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FVector : : FReal DummyCluster [ 3 ] ;
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Ar < < DummyCluster [ 0 ] < < DummyCluster [ 1 ] < < DummyCluster [ 2 ] ;
# endif // WITH_NAVMESH_CLUSTER_LINKS
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}
// serialize poly clusters map
{
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# if WITH_NAVMESH_CLUSTER_LINKS
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unsigned short * C = PolyClusters ;
for ( int32 PolyClusterIdx = 0 ; PolyClusterIdx < polyClusterCount ; + + PolyClusterIdx )
{
Ar < < * C ; C + + ;
}
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# else
unsigned short DummyPolyCluster = 0 ;
for ( int32 PolyClusterIdx = 0 ; PolyClusterIdx < polyClusterCount ; + + PolyClusterIdx )
{
Ar < < DummyPolyCluster ;
}
# endif // WITH_NAVMESH_CLUSTER_LINKS
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}
}
}
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void FPImplRecastNavMesh : : SerializeCompressedTileCacheData ( FArchive & ArWrapped , int32 NavMeshVersion , unsigned char * & CompressedData , int32 & CompressedDataSize )
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{
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// LWC_TODO_AI: Remove prior to UE5 5.0 Release.
FSerializeFloatAsDoubleHack Ar ( ArWrapped ) ;
constexpr int32 EmptyDataValue = - 1 ;
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// Note when saving the CompressedDataSize is either 0 or it must be big enough to include the size of the uncompressed dtTileCacheLayerHeader.
checkf ( ( Ar . IsSaving ( ) = = false ) | | CompressedDataSize = = 0 | | CompressedDataSize > = dtAlign ( sizeof ( dtTileCacheLayerHeader ) ) , TEXT ( " When saving CompressedDataSize must either be zero or large enough to hold dtTileCacheLayerHeader! " ) ) ;
checkf ( ( Ar . IsSaving ( ) = = false ) | | CompressedDataSize = = 0 | | CompressedData ! = nullptr , TEXT ( " When saving CompressedDataSize must either be zero or CompressedData must be != nullptr " ) ) ;
if ( Ar . IsLoading ( ) )
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{
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// Initialize to 0 if we are loading as this is calculated and used duiring processing.
CompressedDataSize = 0 ;
}
// There are 3 cases that need to be serialized here, no header no compresseed data, header only no compressed data or header and compressed data.
// CompressedDataSizeNoHeader == NoHeaderValue, indicates we have no header and no compressed data.
// CompressedDataSizeNoHeader == 0, indicates we have a header only no compressed data.
// CompressedDataSizeNoHeader > 0, indicates we have a header and compressed data.
int32 CompressedDataSizeNoHeader = 0 ;
if ( Ar . IsSaving ( ) )
{
// Handle invalid CompressedDataSize ( i.e. CompressedDataSize > 0 and CompressedDataSize < dtAlign(sizeof(dtTileCacheLayerHeader))
// as well as valid CompressedDataSize == 0, to make this function atleast as robust as it was.
if ( CompressedDataSize < dtAlign ( sizeof ( dtTileCacheLayerHeader ) ) )
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{
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CompressedDataSizeNoHeader = EmptyDataValue ;
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}
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else
{
CompressedDataSizeNoHeader = CompressedDataSize - dtAlign ( sizeof ( dtTileCacheLayerHeader ) ) ;
}
}
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Ar < < CompressedDataSizeNoHeader ;
const bool bHasHeader = CompressedDataSizeNoHeader > = 0 ;
if ( ! bHasHeader )
{
return ;
}
if ( Ar . IsLoading ( ) )
{
CompressedDataSize = CompressedDataSizeNoHeader + dtAlign ( sizeof ( dtTileCacheLayerHeader ) ) ;
CompressedData = ( unsigned char * ) dtAlloc ( sizeof ( unsigned char ) * CompressedDataSize , DT_ALLOC_PERM_TILE_DATA ) ;
if ( ! CompressedData )
{
UE_LOG ( LogNavigation , Error , TEXT ( " Failed to alloc tile compressed data " ) ) ;
}
FMemory : : Memset ( CompressedData , 0 , CompressedDataSize ) ;
}
check ( CompressedData ! = nullptr ) ;
// Serialize dtTileCacheLayerHeader by hand so we can account for the FReals always being serialized as doubles
dtTileCacheLayerHeader * Header = ( dtTileCacheLayerHeader * ) CompressedData ;
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Ar < < Header - > magic ;
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Ar < < Header - > version ;
Ar < < Header - > tx ;
Ar < < Header - > ty ;
Ar < < Header - > tlayer ;
for ( int i = 0 ; i < 3 ; + + i )
{
Ar < < Header - > bmin [ i ] ;
Ar < < Header - > bmax [ i ] ;
}
Ar < < Header - > hmin ;
Ar < < Header - > hmax ;
Ar < < Header - > width ;
Ar < < Header - > height ;
Ar < < Header - > minx ;
Ar < < Header - > maxx ;
Ar < < Header - > miny ;
Ar < < Header - > maxy ;
if ( CompressedDataSizeNoHeader > 0 )
{
// @todo this does not appear to be accounting for potential endian differences!
Ar . Serialize ( CompressedData + dtAlign ( sizeof ( dtTileCacheLayerHeader ) ) , CompressedDataSizeNoHeader ) ;
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}
}
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void FPImplRecastNavMesh : : SetRecastMesh ( dtNavMesh * NavMesh )
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{
if ( NavMesh = = DetourNavMesh )
{
return ;
}
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ReleaseDetourNavMesh ( ) ;
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DetourNavMesh = NavMesh ;
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if ( NavMeshOwner )
{
NavMeshOwner - > UpdateNavObject ( ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3108929 on 2016/08/31 by Jon.Nabozny
PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)
#jira UE-35260
Change 3108930 on 2016/08/31 by Jon.Nabozny
Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.
#jira UE-33880
Change 3108934 on 2016/08/31 by Jon.Nabozny
Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.
#jira UE-33051
Change 3108971 on 2016/08/31 by Jon.Nabozny
Add missing URadialForceComponent.h changes from CR 3108930
Change 3109557 on 2016/09/01 by Thomas.Sarkanen
Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)
Persona Upgrade
Summary of changes:
- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
- Added asset family shortcut bar (and IAssetFamily to support this).
- Const corrected some engine functions.
- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
- Padding, layouts and appearance of all editors have been polished.
- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
- Removed sequence recorder from non-level editor windows.
Change 3109628 on 2016/09/01 by Thomas.Sarkanen
Fix non-unity build
Change 3109639 on 2016/09/01 by Thomas.Sarkanen
CIS fix: Monolithic non-editor builds
Change 3109648 on 2016/09/01 by Thomas.Sarkanen
Properly fix monolithic CIS this time
Change 3109683 on 2016/09/01 by Thomas.Sarkanen
Fix Mac editor CIS
Change 3109689 on 2016/09/01 by Benn.Gallagher
Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
#jira UE-35353
Change 3109699 on 2016/09/01 by Thomas.Sarkanen
More Mac Editor CIS fixes.
Change 3109727 on 2016/09/01 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Change 3109758 on 2016/09/01 by Thomas.Sarkanen
More Mac editor CIS fixes
Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.
Change 3109829 on 2016/09/01 by Thomas.Sarkanen
Fix crash when attaching slave components with differing bone counts
Change 3111672 on 2016/09/02 by Thomas.Sarkanen
Populated UV channels correctly
Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.
Change 3111924 on 2016/09/02 by Martin.Wilson
Clean up references to GetBoneTree and deprecate
#jira UE-35525
Change 3112086 on 2016/09/02 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node
#Jira UE-35471
Change 3112097 on 2016/09/02 by Aaron.McLeran
UE-35533 StopQuietest concurrency not resulting in sounds returning to play
- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.
Change 3112467 on 2016/09/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269
Change 3112604 on 2016/09/02 by Lina.Halper
Fixed merge compile error
Change 3113524 on 2016/09/05 by Thomas.Sarkanen
Prevent invalid assets from causing crashes with asset families
Store asset references as weak object ptrs as assets can go away underneath us.
Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.
#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset
Change 3114118 on 2016/09/06 by Marc.Audy
Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
#jira UE-32852
Change 3114201 on 2016/09/06 by Lina.Halper
#ANMI: Moving animation curves from asset to skeleton
- Backward compatibility
- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
- Morphtarget curves are automatically set on loading
- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game
- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
- TODO: Linking curve to joint
- TODO: Allow Layer blending to use this data to blend curves
#Code review:Martin.Wilson, James.Golding
#jira: UEFW-179
Change 3114391 on 2016/09/06 by Lina.Halper
Build warning fix
Change 3114399 on 2016/09/06 by Lina.Halper
Fix build error.
Change 3114403 on 2016/09/06 by Lina.Halper
Attempt to fix build error
Change 3114591 on 2016/09/06 by Lina.Halper
Fix compile error
Change 3114963 on 2016/09/06 by Lina.Halper
Fixed crash on deleting skeleton when placed in the level
#jira: UE-35601
Change 3114985 on 2016/09/06 by Lina.Halper
Fix crash with copy pose mesh node not checking registered or not.
#jira: UE-35602
Change 3115933 on 2016/09/07 by James.Golding
UE-33251 - add 'restart required' to bSupportUVFromHitResults option
Change 3116021 on 2016/09/07 by Marc.Audy
Fix spelling
de-auto
NULL to nullptr
minor optimization
Change 3116046 on 2016/09/07 by James.Golding
Move AnimNode_LegIK.h to Public and .cpp for Private
Change 3116048 on 2016/09/07 by James.Golding
UE-34640 Fix bogus tooltips for collision channels
Change 3116050 on 2016/09/07 by James.Golding
PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)
Change 3116060 on 2016/09/07 by Lina.Halper
#ANIM:
- Fix crash of setting multiple times in the same menu
- Make sure you can set to original animation, and not break
#jira: UE-35580
Change 3116064 on 2016/09/07 by James.Golding
Fix missing change for LegIK file move
Change 3116291 on 2016/09/07 by Marc.Audy
FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed
Change 3116590 on 2016/09/07 by Dan.Reynolds
Audio Test Map Content WIP
Change 3116649 on 2016/09/07 by mason.seay
Updated map to test flying
Change 3116712 on 2016/09/07 by dan.reynolds
Test Content Update EQTest Map WIP
Change 3117257 on 2016/09/08 by Benn.Gallagher
Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).
Change 3117348 on 2016/09/08 by Benn.Gallagher
Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
#jira UEFW-180
Change 3117393 on 2016/09/08 by Benn.Gallagher
Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
#jira UE-34508
Change 3117507 on 2016/09/08 by Jurre.deBaare
Streamline Persona Asset Browser
#added ability to set whether or not a column should generate widgets in STableViews
#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
#added an ini path for saving the column filter state in SAnimationSequenceBrowser
#jira UEFW-148
Change 3118003 on 2016/09/08 by mason.seay
Updating meshes to use complex collision
Change 3118020 on 2016/09/08 by Zak.Middleton
#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.
Change 3118437 on 2016/09/08 by Lina.Halper
Fix grammar error
#jira: UE-35729, UE-35730, UE-35729
Change 3118456 on 2016/09/08 by Lina.Halper
Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.
Change 3118492 on 2016/09/08 by Aaron.McLeran
Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3118517 on 2016/09/08 by Lina.Halper
Went back to original without spaces
Change 3118711 on 2016/09/08 by Aaron.McLeran
Fixing build errors with CL 3118492
Change 3118712 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
Change 3118745 on 2016/09/08 by Aaron.McLeran
Fixing a build warning with CL 3118492
- Fixed init order in FSoundSource
Change 3119201 on 2016/09/09 by Benn.Gallagher
Fix static analysis warnings (Accessing nullptr), added check on the pointer
#jira UE-35755
Change 3119338 on 2016/09/09 by Benn.Gallagher
Fixed destructible import throwing out meshes where 1 or more submeshes are empty
Change 3119371 on 2016/09/09 by Lina.Halper
fix texts
Change 3119453 on 2016/09/09 by Lina.Halper
Change text style of the child montage instruction.
#jira: UE-35144
Change 3119454 on 2016/09/09 by Lina.Halper
Add option to open asset from context menu of the segment
#jira: UE-35632
Change 3119457 on 2016/09/09 by mason.seay
Updated maps and rebuilt lighting
Change 3119584 on 2016/09/09 by Marc.Audy
Support for new metadata ShowInnerProperties (written by Matt K)
Change 3119667 on 2016/09/09 by Aaron.McLeran
Fixing compile errors on Mac.
- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there
Change 3119732 on 2016/09/09 by Aaron.McLeran
Fixing clang compile error
- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.
Change 3119734 on 2016/09/09 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702
Change 3119787 on 2016/09/09 by Lina.Halper
Move cached UID to required bone
- removed skeleton cached UID list
- removed skeletalmeshcomponent cached UID list
- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent
#code review:Benn.Gallagher, Martin.Wilson
Change 3119800 on 2016/09/09 by Aaron.McLeran
Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.
Change 3120260 on 2016/09/09 by Marc.Audy
Fix if statement
Change 3120790 on 2016/09/12 by Thomas.Sarkanen
Reordered skeletal mesh and animations in asset shortcut bar
#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP
Change 3120793 on 2016/09/12 by Thomas.Sarkanen
Improved fix for missing mesh details customization
Improves on CL 3117257.
Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.
Change 3120867 on 2016/09/12 by Marc.Audy
Fix incorrect condition in for causing static analysis warning
Change 3120900 on 2016/09/12 by mason.seay
Actually build lighting this time
Change 3120904 on 2016/09/12 by Thomas.Sarkanen
Skeletons can now be deleted once opened (once more)
Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
Added logic to compact if weak ptrs are invalid.
#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor
Change 3120927 on 2016/09/12 by Thomas.Sarkanen
Details panel now shows selected items when re-opened
Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.
#jira UE-35445 - Details tab in persona dosn't populate with information when first opened
Change 3120979 on 2016/09/12 by Thomas.Sarkanen
Re-added the ability to create pose assets
This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.
#jira UE-35740 - Create Pose asset missing from create animation dropdown
Change 3121208 on 2016/09/12 by Benn.Gallagher
Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
#jira UE-33216
Change 3121274 on 2016/09/12 by James.Golding
PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
#jira UE-29346
Change 3121276 on 2016/09/12 by James.Golding
UE-33242 : Add option to copy morph target names to clipboard
Change 3121278 on 2016/09/12 by James.Golding
UE-33004 : Add proper commands for Curve Viewer
Change 3121472 on 2016/09/12 by Zak.Middleton
#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().
#jira UE-34482
Change 3121829 on 2016/09/12 by dan.reynolds
Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.
Change 3122218 on 2016/09/12 by Aaron.McLeran
Minor cleanup in XAudio2Source.cpp
Change 3122823 on 2016/09/13 by Thomas.Sarkanen
Fix incorrect camera offset when opening some skeletal meshes
Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.
#jira UE-35550 - Persona camera is far away from some skeletal meshes
Change 3122857 on 2016/09/13 by Lina.Halper
Importing frame count issue with blendshapes
- with this change when calculating sample rate, it checks blendshape curves.
#jira: UE-27706
Change 3122992 on 2016/09/13 by Marc.Audy
Child Actor Component now have an editable template
* Template is stored as a child inside the child actor template
* When gathering components for an actor, need to stop searching beyond any nested AActor
#jira UEFW-125, UE-16474
Change 3123087 on 2016/09/13 by Marc.Audy
Fix Child Actor Template being nulled out on template
Change 3123170 on 2016/09/13 by mason.seay
Updated test map to test SpawnEmitterAttached SnapToTarget settings
UEENGQA-9268
Change 3123203 on 2016/09/13 by Marc.Audy
Multi-select of child actor components allows editing of template properties
Change 3123205 on 2016/09/13 by Marc.Audy
Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
#author Matt.Kuhlenschmidt
Change 3123422 on 2016/09/13 by Aaron.McLeran
UE-35950 Fixing XboxOne spatialization
- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.
Change 3123484 on 2016/09/13 by Lina.Halper
Fix animation frame UI issue
- This now displays from [0, numframes -1]
#jira: UE-33437
Change 3123500 on 2016/09/13 by Marc.Audy
Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
#jira UE-35885
Change 3123549 on 2016/09/13 by Marc.Audy
Fix warning message
Change 3123581 on 2016/09/13 by Marc.Audy
PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
#jira UE-35424
Change 3123688 on 2016/09/13 by Ben.Zeigler
Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly
Change 3123768 on 2016/09/13 by Marc.Audy
Go away auto
NULL to nullptr
Use ranged for instead of iterators
Change 3123906 on 2016/09/13 by Aaron.McLeran
UE-34615 Supporting Pausing Sounds on Audio Components
Change 3123949 on 2016/09/13 by Aaron.McLeran
UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0
Change 3124109 on 2016/09/13 by Aaron.McLeran
UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite
Change 3124137 on 2016/09/13 by Aaron.McLeran
PR #2601: made looping sound waves searchable by the asset registry
Change 3124396 on 2016/09/14 by James.Golding
Allow anim node edit modes to work on all nodes, not just skel controls
Change 3124498 on 2016/09/14 by Benn.Gallagher
Added method to get swing and twist quaternions from FQuat
#jira UE-34054
Change 3124504 on 2016/09/14 by James.Golding
Missed a few references to SkeletalControlEditMode
Change 3124508 on 2016/09/14 by James.Golding
Fix function groupings in animnode editmode headers
Change 3124625 on 2016/09/14 by james.cobbett
Rebuilding lighting.
Change 3124632 on 2016/09/14 by James.Golding
UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
- Converted PoseDriver from SkelControl to AnimNode
- Added PoseDriverEditMode
- Added debug drawing to show target poses and current ref position
- Aded support for PoseDriver using translation instead of rotation
- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler
Change 3124636 on 2016/09/14 by James.Golding
Missed file
Change 3124652 on 2016/09/14 by Marc.Audy
Fix initialization order warning
#jira UE-35980
Change 3124658 on 2016/09/14 by Marc.Audy
Fix if statement
#jira UE-35976
Change 3124685 on 2016/09/14 by James.Golding
Move PoseDriver files from BoneControllers to AnimNodes folder
Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private
Change 3124690 on 2016/09/14 by James.Golding
Missing header edit after file move
Change 3124707 on 2016/09/14 by Danny.Bouimad
Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
Somehow this was undone.
Change 3124954 on 2016/09/14 by Jurre.deBaare
Import Alembic file gets editor crash
#fix double check if Alembic isn't lying and there are no actual normals
#misc fixed type in function signature
#jira UE-35702
Change 3124980 on 2016/09/14 by Lina.Halper
Tweak UI of child anim montage
- removed padding, changed font size
Change 3124981 on 2016/09/14 by Lina.Halper
Changed text of keys to Frames
Change 3124998 on 2016/09/14 by Lina.Halper
Fix curve issue when evaluting with # of frames.
#jira: UE-35782
Change 3125034 on 2016/09/14 by Aaron.McLeran
Changes to 3123906 based on feedback from Marc Audy
Change 3125109 on 2016/09/14 by Aaron.McLeran
PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)
Change 3125184 on 2016/09/14 by Lukasz.Furman
vehicle RVO fixes
#ue4
Change 3125191 on 2016/09/14 by Lukasz.Furman
added blueprint interface for component's navigation influence control
#ue4
Change 3125348 on 2016/09/14 by Mason.Seay
Added GamepadFaceButtonRight as an input mapping for Crouch
Change 3125352 on 2016/09/14 by Lina.Halper
#ANIM: Pose Asset - Insert pose support
- made sure pose asset editor updates if the new pose is inserted.
#jira: UE-32608
Change 3125413 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee
Change 3125414 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Convert all internal templates to use GameModeBase
Convert most sample games, ShooterGame and several legacy projects are still using GameMode
Change 3125415 on 2016/09/14 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Internal game compile fixes needed to support GameMode refactor
Fixed a few places that overrode StartNewPlayer to override new functions instead
Change 3125438 on 2016/09/14 by Ben.Zeigler
Log compile fix
Change 3125460 on 2016/09/14 by Ben.Zeigler
Another try at log compile issues
Change 3125685 on 2016/09/14 by Aaron.McLeran
Attempt to fix compile error
Change 3125700 on 2016/09/14 by Aaron.McLeran
UE-35958 Undo in sound cue editor does not undo looping changes.
Issue was sound cues were not being flagged as transactional and ignoring undo transactions
Change 3125857 on 2016/09/14 by Aaron.McLeran
-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
-Changed to setting flag directly in NewObject line instead of calling SetFlags
Change 3125888 on 2016/09/14 by Aaron.McLeran
Adding call to super post load in USoundNode::PostLoad()
Change 3125964 on 2016/09/14 by Aaron.McLeran
Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).
Change 3125974 on 2016/09/14 by Aaron.McLeran
UE-35892 Not loading audio data when in -nosound mode
Change 3125983 on 2016/09/14 by Ben.Zeigler
Better Nogore fix for lens effect
Change 3125985 on 2016/09/14 by Ben.Zeigler
Fix fortnite compile failure on mac, it was inside non instantiated template
Change 3126409 on 2016/09/15 by Benn.Gallagher
Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
#jira UE-35657
Change 3126507 on 2016/09/15 by Thomas.Sarkanen
Prevent crash when calling SetAnimationMode on a component with no skeletal mesh
Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.
#jira UE-36003 - Crash playing Ocean
Change 3126539 on 2016/09/15 by Marc.Audy
Fix Win32 compilation error
#jira UE-36018
Change 3126575 on 2016/09/15 by Marc.Audy
Properly fix compile
Change 3126635 on 2016/09/15 by Benn.Gallagher
Fix for crash when setting collision responses on destructible components after they have been fractured.
#jira UE-35604
Change 3126649 on 2016/09/15 by Lina.Halper
- Fixed issue with updating cache UID List, so certain curves did not work.
- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.
Change 3126816 on 2016/09/15 by Lukasz.Furman
Back out changelist 3125191
Change 3126903 on 2016/09/15 by Marc.Audy
Fix !WITH_APEX compile errors from CL# 3126635
Change 3126908 on 2016/09/15 by Mieszko.Zielinski
Added initialization of FBlackboardEntry properties #UE4
Change 3127081 on 2016/09/15 by Ben.Zeigler
#jira UEFW-32 Game Mode Cleanup
Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
Fixed internal game ini files and added example to BaseEngine.ini
Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL
Change 3127102 on 2016/09/15 by Ben.Zeigler
Crash fix if there is no deprecated config section
Change 3127103 on 2016/09/15 by Aaron.McLeran
UE-34100 audio playback of an individual source
Change 3127109 on 2016/09/15 by Marc.Audy
Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead
Change 3127143 on 2016/09/15 by Aaron.McLeran
Missing file in CL 3127103
Change 3127218 on 2016/09/15 by Ori.Cohen
PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)
#JIRA UE-35564
Change 3127264 on 2016/09/15 by Aaron.McLeran
Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent
Change 3127285 on 2016/09/15 by Marc.Audy
Make it easier to create an audio component that will exist across level transitions
Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
#jira UE-16451
Change 3127360 on 2016/09/15 by Marc.Audy
Consolidate a few GetWorld()s
Change 3127931 on 2016/09/16 by Benn.Gallagher
Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
#jira UE-36054
Change 3128001 on 2016/09/16 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918
Change 3128005 on 2016/09/16 by James.Cobbett
#jira UE-29618 Submitting test assets
Change 3128022 on 2016/09/16 by Lina.Halper
Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch
#jira: UE-27256
Change 3128044 on 2016/09/16 by James.Cobbett
Submitting gamemode test asset
Change 3128169 on 2016/09/16 by Mieszko.Zielinski
Fixed couple of static analysis warnings in AI code #UE4
Change 3128430 on 2016/09/16 by Marc.Audy
Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
#jira UE-36096
Change 3128558 on 2016/09/16 by Mieszko.Zielinski
Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4
#jira UE-33036
Change 3128678 on 2016/09/16 by Jon.Nabozny
#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
#rn This can be used to prevent the game from being exited.
#jira UE-34123
Change 3128693 on 2016/09/16 by Marc.Audy
Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused
Change 3128753 on 2016/09/16 by Mieszko.Zielinski
Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4
#jira UE-35852
Change 3128791 on 2016/09/16 by Marc.Audy
PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
#jira UE-35719
Change 3128974 on 2016/09/16 by Mieszko.Zielinski
Fixes to BB key synchronization #UE4
syncing between two BBs associated by a common parent now works
Change 3128984 on 2016/09/16 by Jon.Nabozny
Fix FConstraintBaseParams ContactDistance clamping.
The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.
Change 3129010 on 2016/09/16 by Dan.Reynolds
Updating developer folder content for external referencing
Change 3129093 on 2016/09/16 by Ben.Zeigler
#jira UE-35424
Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones
Change 3129103 on 2016/09/16 by Marc.Audy
Fix initialization order CIS warning
Change 3129361 on 2016/09/16 by Dan.Reynolds
Fixes to QASoundWaveProcedural.h
Change 3129994 on 2016/09/19 by Thomas.Sarkanen
Skeletal mesh to Static mesh conversion
Added feature to convert selected actors' meshes into static meshes.
Supports static and skeletal meshes.
Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
Added IHasPersonaToolkit interface that all of these editors implement.
Added toolbar button to each Persona-based editor.
Added level editor right-click menu option.
Added CPU skinning path for cloth sections (non-SIMD for now).
Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
Moved a few structures around so CPU skinned renderdata is more readily exposed.
#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh
Change 3130008 on 2016/09/19 by Benn.Gallagher
Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
#jira UE-3687
Change 3130009 on 2016/09/19 by Thomas.Sarkanen
Fixed static analysis warnings in Persona and AnimationBlueprintEditor
Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).
Change 3130012 on 2016/09/19 by Thomas.Sarkanen
CIS fix (implcit use of copy constructor)
Change 3130016 on 2016/09/19 by Thomas.Sarkanen
Mac CIS fix - forward declare some classes.
Change 3130027 on 2016/09/19 by Thomas.Sarkanen
Fix shadow variables found with Clang
Change 3130044 on 2016/09/19 by Jurre.deBaare
Improved Texture Merging using the Merge Actors Tool
#feature added simple binning algorithm to be used with texture importance values
#misc small array indexing copy-paste error
#jira UE-33823
Change 3130068 on 2016/09/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803
Change 3130181 on 2016/09/19 by Jurre.deBaare
G++ compile errors
#fix array enum size requires cast to be valid
Change 3130182 on 2016/09/19 by Jurre.deBaare
Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently
Change 3130250 on 2016/09/19 by Marc.Audy
Fix flag check indicated by static analysis
Change 3130256 on 2016/09/19 by Benn.Gallagher
Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
#jira UE-34796
Change 3130267 on 2016/09/19 by Marc.Audy
Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes
Change 3130551 on 2016/09/19 by Ben.Zeigler
Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier
Change 3130564 on 2016/09/19 by Jurre.deBaare
More CIS fixes
Change 3130572 on 2016/09/19 by Ben.Zeigler
#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes
Change 3130586 on 2016/09/19 by Ben.Zeigler
#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different
Change 3130587 on 2016/09/19 by Martin.Wilson
Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage
#jira UE-34798
Change 3130694 on 2016/09/19 by Ben.Zeigler
#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components
Change 3130700 on 2016/09/19 by Ben.Zeigler
#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally
Change 3130778 on 2016/09/19 by Dan.Reynolds
WIP Content update for external referencing
Change 3130812 on 2016/09/19 by Marc.Audy
No longer use inconsistently applied bWantsBeginPlay
#jira UE-21048
Change 3130876 on 2016/09/19 by Richard.Hinckley
Fixing comments for documentation purposes.
Change 3131076 on 2016/09/19 by Marc.Audy
PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
#jira UE-35625
Change 3131102 on 2016/09/19 by Richard.Hinckley
Fixing typo that slipped through.
Change 3131254 on 2016/09/19 by Ben.Zeigler
#jira UE-36162 Remove bad game mode reference
Change 3131396 on 2016/09/19 by Marc.Audy
Undo CL# 3125974 to fix Fortnite crash until investigation can be done
#jira -UE-36164
Change 3131846 on 2016/09/20 by Thomas.Sarkanen
Recording now functional again in blendspace editor
Blendspaces now use the anim editor base.
Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.
#jira UE-35843 - Missing record option for Blendspaces
Change 3131921 on 2016/09/20 by Thomas.Sarkanen
Re-added anim slot manager tab
Anim slot manager was not added back into the standalone editors when they were split up.
#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab
Change 3131922 on 2016/09/20 by Thomas.Sarkanen
Added 'dirty' indicator to asset shortcut bar
#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar
Change 3131950 on 2016/09/20 by Thomas.Sarkanen
Animation stepping now functions as it did previously
Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.
#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently
Change 3131953 on 2016/09/20 by james.cobbett
Updating test assets.
Change 3132241 on 2016/09/20 by Martin.Wilson
Fix crash when importing a pose to pose asset.
#jira UE-36122
Change 3132417 on 2016/09/20 by Thomas.Sarkanen
Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)
A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.
#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()
Change 3132790 on 2016/09/20 by Ori.Cohen
Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component
#JIRA UE-35257
Change 3132795 on 2016/09/20 by Ori.Cohen
Fix typo where enable swing drive was used for both swing and twist.
#JIRA UE-35634
Change 3132838 on 2016/09/20 by Ori.Cohen
Move flush deferred actor to EndPhysics
#JIRA UE-35899
Change 3133088 on 2016/09/20 by Ori.Cohen
Back out defer flush change. This requires more thought.
Change 3133185 on 2016/09/20 by Wes.Hunt
QoS Analytics providers now use the real final Data Router URL #jira UE-30655
Change 3133262 on 2016/09/20 by Wes.Hunt
HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.
Change 3133266 on 2016/09/20 by Wes.Hunt
Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.
Change 3133277 on 2016/09/20 by Chris.Evans
!N Pose asset test
Change 3133504 on 2016/09/20 by dan.reynolds
Updating WIP Test Content
Change 3133761 on 2016/09/21 by Thomas.Sarkanen
Fixed 100% crash when killing a husk
Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.
#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards
Change 3133766 on 2016/09/21 by Thomas.Sarkanen
Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected
The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.
#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint
Change 3133774 on 2016/09/21 by Danny.Bouimad
Translation Pose Driver test assets content/animation/posedrivertests
Change 3133796 on 2016/09/21 by Thomas.Sarkanen
Added metadata to remove "reset to default" button for certain properties
Allows removal of the reset button without a cumbersome details customization.
Fixes crash where a parent struct of an editfixedsize array was reset.
#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT
Change 3133831 on 2016/09/21 by Jurre.deBaare
Vert Color Background not contained to Asset's Viewport
#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
#jira UE-35052
Change 3133832 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
#jira UE-34629
Change 3133833 on 2016/09/21 by Jurre.deBaare
Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
#fix do not wrap around for non-looping negative sampling times :)
#jira UE-34630
Change 3133834 on 2016/09/21 by Jurre.deBaare
Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
#jira UE-34303
Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
#fix recursively add child actor components to include all static meshes
#jira UE-25187
Change 3133835 on 2016/09/21 by Jurre.deBaare
Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
#fix new mesh with removed bottom quad, allowing for see-through from below
#jira UE-35022
Change 3133836 on 2016/09/21 by Jurre.deBaare
It isn't clear when a profile is added to the Preview Scene Settings
#fix selected profile now changes to newly added one
#jira UE-33848
Change preview scene profile naming to validate name input in UI instead of PostEditChange
#fix added ui feedback for duplicate naming
#misc extra checks for having a correct profile name when adding a new profile
#jira UE-34078
Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
#fix determine correct name by checking existing ones
#jira UE-33898
Change 3133838 on 2016/09/21 by Jurre.deBaare
Prevent preview scene assets being loaded in game (proper fix)
#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
#jira UE-36082
Change 3133839 on 2016/09/21 by Jurre.deBaare
Moving over UE-35254 from 4.13.1
Change 3133840 on 2016/09/21 by Jurre.deBaare
Moving over UE-35639 from 4.13.1
Change 3133844 on 2016/09/21 by Jurre.deBaare
Alembic import causing a crash
#jira UE-35551
#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix
#jira UE-35451
#fix handle case where we imported an empty object in the Geometry cache path
#misc alembic importer signature change
#misc typo in function signature
Change 3133951 on 2016/09/21 by Mieszko.Zielinski
Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4
Change 3134014 on 2016/09/21 by Jon.Nabozny
#rn Ensure the runaway loop counter gets reset when processing parallel animation.
#jira UE-33946
Change 3134032 on 2016/09/21 by Jurre.deBaare
Remove comments
Change 3134100 on 2016/09/21 by James.Golding
UE-35300 Support UV traces for UV on BSP
Change 3134103 on 2016/09/21 by Lukasz.Furman
fixed NavLinkProxy not working correctly in PIE
#jira UE-36194
Change 3134104 on 2016/09/21 by James.Golding
UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts
Change 3134106 on 2016/09/21 by James.Golding
UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts
Change 3134109 on 2016/09/21 by James.Golding
UE-35813 Don't do srgb conversion for proc mesh vertex colors
UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting
Change 3134145 on 2016/09/21 by Mieszko.Zielinski
Fixed persistent BB key changes not getting propagated to child BB assets #UE4
Change 3134296 on 2016/09/21 by Lukasz.Furman
fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
copy of CL# 3133219
Change 3134390 on 2016/09/21 by mason.seay
Blueprint for collision bug repro
Change 3134517 on 2016/09/21 by Mieszko.Zielinski
CIS fix #UE4
Change 3134746 on 2016/09/21 by Ben.Zeigler
Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe
Change 3134850 on 2016/09/21 by Ben.Zeigler
Fix PlatformShowcase warnings
Change 3134852 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107
Change 3134853 on 2016/09/21 by Marc.Audy
Resolve of reimport portions
Change 3134857 on 2016/09/21 by Marc.Audy
Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework
Change 3135002 on 2016/09/21 by Ori.Cohen
Fix compiler errors
Change 3135147 on 2016/09/21 by dan.reynolds
AEOverview Test WIP Update
Change 3135168 on 2016/09/21 by Wes.Hunt
Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
#jira UE-36211
Change 3135216 on 2016/09/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156
Change 3135238 on 2016/09/21 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Change 3135257 on 2016/09/21 by Ben.Zeigler
Fix Orion version of OnlineGameFramework plugin
Change 3135258 on 2016/09/21 by Ben.Zeigler
Other Orion GameMode fixes
Change 3135290 on 2016/09/21 by dan.reynolds
AEOverview test map skeleton complete with comments per Nick BB request
Change 3135323 on 2016/09/21 by dan.reynolds
Update to AEOverview test maps
Change 3135385 on 2016/09/21 by Marc.Audy
Fix static analysis warnings in automation tests
Change 3135634 on 2016/09/22 by Thomas.Sarkanen
Remove duplicated details customization
Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.
Change 3135660 on 2016/09/22 by Thomas.Sarkanen
CIS fix: Fixed deleted file still being included.
Change 3135949 on 2016/09/22 by Thomas.Sarkanen
Fixed (another) crash with invalid curve data when an anim instance is GCed
Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.
#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()
[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// reapply area sort order in new detour navmesh
OnAreaCostChanged ( ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
void FPImplRecastNavMesh : : Raycast ( const FVector & StartLoc , const FVector & EndLoc , const FNavigationQueryFilter & InQueryFilter , const UObject * Owner ,
ARecastNavMesh : : FRaycastResult & RaycastResult , NavNodeRef StartNode ) const
2014-03-14 14:13:41 -04:00
{
if ( DetourNavMesh = = NULL | | NavMeshOwner = = NULL )
{
return ;
}
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( InQueryFilter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
if ( QueryFilter = = NULL )
{
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
UE_VLOG ( NavMeshOwner , LogNavigation , Warning , TEXT ( " FPImplRecastNavMesh::Raycast failing due to QueryFilter == NULL " ) ) ;
2014-03-14 14:13:41 -04:00
return ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
2014-04-23 19:29:53 -04:00
INITIALIZE_NAVQUERY ( NavQuery , InQueryFilter . GetMaxSearchNodes ( ) , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
const FVector NavExtent = NavMeshOwner - > GetModifiedQueryExtent ( NavMeshOwner - > GetDefaultQueryExtent ( ) ) ;
const FVector : : FReal Extent [ 3 ] = { NavExtent . X , NavExtent . Z , NavExtent . Y } ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
const FVector RecastStart = Unreal2RecastPoint ( StartLoc ) ;
const FVector RecastEnd = Unreal2RecastPoint ( EndLoc ) ;
2014-03-14 14:13:41 -04:00
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
if ( StartNode = = INVALID_NAVNODEREF )
{
NavQuery . findNearestContainingPoly ( & RecastStart . X , Extent , QueryFilter , & StartNode , NULL ) ;
}
2014-08-06 16:12:41 -04:00
2016-01-28 16:03:26 -05:00
NavNodeRef EndNode = INVALID_NAVNODEREF ;
NavQuery . findNearestContainingPoly ( & RecastEnd . X , Extent , QueryFilter , & EndNode , NULL ) ;
2014-08-06 16:12:41 -04:00
if ( StartNode ! = INVALID_NAVNODEREF )
2014-03-14 14:13:41 -04:00
{
2021-10-25 20:05:28 -04:00
FVector : : FReal RecastHitNormal [ 3 ] ;
2015-07-29 07:56:50 -04:00
2014-08-06 16:12:41 -04:00
const dtStatus RaycastStatus = NavQuery . raycast ( StartNode , & RecastStart . X , & RecastEnd . X
2015-07-29 07:56:50 -04:00
, QueryFilter , & RaycastResult . HitTime , RecastHitNormal
2014-08-06 16:12:41 -04:00
, RaycastResult . CorridorPolys , & RaycastResult . CorridorPolysCount , RaycastResult . GetMaxCorridorSize ( ) ) ;
2015-07-29 07:56:50 -04:00
RaycastResult . HitNormal = Recast2UnrVector ( RecastHitNormal ) ;
2016-01-28 16:03:26 -05:00
RaycastResult . bIsRaycastEndInCorridor = dtStatusSucceed ( RaycastStatus ) & & ( RaycastResult . GetLastNodeRef ( ) = = EndNode ) ;
2014-08-06 16:12:41 -04:00
}
2014-10-18 19:14:36 -04:00
else
{
RaycastResult . HitTime = 0.f ;
2014-11-26 10:01:12 -05:00
RaycastResult . HitNormal = ( StartLoc - EndLoc ) . GetSafeNormal ( ) ;
2014-10-18 19:14:36 -04:00
}
2014-03-14 14:13:41 -04:00
}
2019-11-05 10:54:41 -05:00
ENavigationQueryResult : : Type FPImplRecastNavMesh : : FindPath ( const FVector & StartLoc , const FVector & EndLoc , FNavMeshPath & Path , const FNavigationQueryFilter & Filter , const UObject * Owner ) const
{
return FindPath ( StartLoc , EndLoc , FLT_MAX , Path , Filter , Owner ) ;
}
2014-03-14 14:13:41 -04:00
// @TODONAV
2019-11-06 10:31:29 -05:00
ENavigationQueryResult : : Type FPImplRecastNavMesh : : FindPath ( const FVector & StartLoc , const FVector & EndLoc , const float CostLimit , FNavMeshPath & Path , const FNavigationQueryFilter & InQueryFilter , const UObject * Owner ) const
2014-03-14 14:13:41 -04:00
{
// temporarily disabling this check due to it causing too much "crashes"
// @todo but it needs to be back at some point since it realy checks for a buggy setup
//ensure(DetourNavMesh != NULL || NavMeshOwner->bRebuildAtRuntime == false);
if ( DetourNavMesh = = NULL | | NavMeshOwner = = NULL )
{
return ENavigationQueryResult : : Error ;
}
const FRecastQueryFilter * FilterImplementation = ( const FRecastQueryFilter * ) ( InQueryFilter . GetImplementation ( ) ) ;
if ( FilterImplementation = = NULL )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Error , TEXT ( " FPImplRecastNavMesh::FindPath failed due to passed filter having NULL implementation! " ) ) ;
return ENavigationQueryResult : : Error ;
}
const dtQueryFilter * QueryFilter = FilterImplementation - > GetAsDetourQueryFilter ( ) ;
if ( QueryFilter = = NULL )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Warning , TEXT ( " FPImplRecastNavMesh::FindPath failing due to QueryFilter == NULL " ) ) ;
return ENavigationQueryResult : : Error ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
2014-04-23 19:29:53 -04:00
INITIALIZE_NAVQUERY ( NavQuery , InQueryFilter . GetMaxSearchNodes ( ) , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
FVector RecastStartPos , RecastEndPos ;
2014-03-14 14:13:41 -04:00
NavNodeRef StartPolyID , EndPolyID ;
const bool bCanSearch = InitPathfinding ( StartLoc , EndLoc , NavQuery , QueryFilter , RecastStartPos , StartPolyID , RecastEndPos , EndPolyID ) ;
if ( ! bCanSearch )
{
return ENavigationQueryResult : : Error ;
}
// get path corridor
2014-08-21 20:30:51 -04:00
dtQueryResult PathResult ;
2019-11-06 10:31:29 -05:00
const dtStatus FindPathStatus = NavQuery . findPath ( StartPolyID , EndPolyID , & RecastStartPos . X , & RecastEndPos . X , CostLimit , QueryFilter , PathResult , 0 ) ;
2014-03-14 14:13:41 -04:00
2020-10-29 13:38:15 -04:00
return PostProcessPathInternal ( FindPathStatus , Path , NavQuery , QueryFilter , StartPolyID , EndPolyID , RecastStartPos , RecastEndPos , PathResult ) ;
}
ENavigationQueryResult : : Type FPImplRecastNavMesh : : PostProcessPathInternal ( dtStatus FindPathStatus , FNavMeshPath & Path ,
const dtNavMeshQuery & NavQuery , const dtQueryFilter * QueryFilter ,
NavNodeRef StartPolyID , NavNodeRef EndPolyID ,
2021-10-25 20:05:28 -04:00
const FVector & RecastStartPos , const FVector & RecastEndPos ,
2020-10-29 13:38:15 -04:00
dtQueryResult & PathResult ) const
{
2014-03-14 14:13:41 -04:00
// check for special case, where path has not been found, and starting polygon
// was the one closest to the target
2014-08-21 20:30:51 -04:00
if ( PathResult . size ( ) = = 1 & & dtStatusDetail ( FindPathStatus , DT_PARTIAL_RESULT ) )
2014-03-14 14:13:41 -04:00
{
// in this case we find a point on starting polygon, that's closest to destination
// and store it as path end
2021-10-25 20:05:28 -04:00
FVector RecastHandPlacedPathEnd ;
2014-03-14 14:13:41 -04:00
NavQuery . closestPointOnPolyBoundary ( StartPolyID , & RecastEndPos . X , & RecastHandPlacedPathEnd . X ) ;
2015-03-11 09:29:07 -04:00
new ( Path . GetPathPoints ( ) ) FNavPathPoint ( Recast2UnrVector ( & RecastStartPos . X ) , StartPolyID ) ;
2014-07-14 19:41:38 -04:00
new ( Path . GetPathPoints ( ) ) FNavPathPoint ( Recast2UnrVector ( & RecastHandPlacedPathEnd . X ) , StartPolyID ) ;
2014-03-14 14:13:41 -04:00
2014-08-21 20:30:51 -04:00
Path . PathCorridor . Add ( PathResult . getRef ( 0 ) ) ;
2014-03-14 14:13:41 -04:00
Path . PathCorridorCost . Add ( CalcSegmentCostOnPoly ( StartPolyID , QueryFilter , RecastHandPlacedPathEnd , RecastStartPos ) ) ;
}
else
{
PostProcessPath ( FindPathStatus , Path , NavQuery , QueryFilter ,
2015-03-11 09:29:07 -04:00
StartPolyID , EndPolyID , Recast2UnrVector ( & RecastStartPos . X ) , Recast2UnrVector ( & RecastEndPos . X ) , RecastStartPos , RecastEndPos ,
2014-08-21 20:30:51 -04:00
PathResult ) ;
2014-03-14 14:13:41 -04:00
}
if ( dtStatusDetail ( FindPathStatus , DT_PARTIAL_RESULT ) )
{
Path . SetIsPartial ( true ) ;
// this means path finding algorithm reached the limit of InQueryFilter.GetMaxSearchNodes()
// nodes in A* node pool. This can mean resulting path is way off.
Path . SetSearchReachedLimit ( dtStatusDetail ( FindPathStatus , DT_OUT_OF_NODES ) ) ;
}
2015-04-24 14:07:47 -04:00
# if ENABLE_VISUAL_LOG
if ( dtStatusDetail ( FindPathStatus , DT_INVALID_CYCLE_PATH ) )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Error , TEXT ( " FPImplRecastNavMesh::FindPath resulted in a cyclic path! " ) ) ;
Copying //UE4/Dev-Framework to //UE4/Main @ 2830052
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2807479 on 2015/12/17 by Zak.Middleton
#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.
#rb Aaron.Mcleran
#codereview Martin.Mittring
#jira UE-24485
Change 2807695 on 2015/12/17 by Aaron.McLeran
Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.
#rb zak.middleton
Change 2808628 on 2015/12/18 by Thomas.Sarkanen
Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()
#rb Martin.Wilson
Change 2810090 on 2015/12/21 by Ori.Cohen
Allow collision and trail particles to run off the game thread.
Clean up missing marshelled AsyncComponentToWorld
Change 2814518 on 2016/01/04 by Marc.Audy
Use Reset instead of Empty
Change 2814530 on 2016/01/04 by James.Golding
UE-2689 Hook up lots of new icons for component classes
#rb thomas.sarkanen
Change 2814665 on 2016/01/04 by Marc.Audy
PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)
Change 2814686 on 2016/01/04 by Benn.Gallagher
Fix for radial force components applying impulses multiple times to destructible components
#rb Ori.Cohen
Change 2815221 on 2016/01/04 by Aaron.McLeran
UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.
USoundAttenuation:
- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users
USoundBase:
- Added function on USoundBase which checks IsLooping, which checks the duration
- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.
FActiveSound:
- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
- Included FocusDistanceScale when computing bIsAudible in Active sound
- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist
FAudioDevice:
- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple
#rb zak.middleton
Change 2815694 on 2016/01/05 by thomas.sarkanen
Added test texture
Change 2815695 on 2016/01/05 by thomas.sarkanen
Modified test texture
Change 2815709 on 2016/01/05 by James.Golding
PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
https://github.com/EpicGames/UnrealEngine/pull/1778
#github 1778
#jira UE-23674
#rb jurre.debaare
Change 2815711 on 2016/01/05 by James.Golding
PR #1534 : Add missing default tolerance value for FVector2D::Equal
https://github.com/EpicGames/UnrealEngine/pull/1534
#github 1534
#jira UE-20838
#rb jurre.debaare
Change 2815714 on 2016/01/05 by James.Golding
PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
https://github.com/EpicGames/UnrealEngine/pull/1887
#github 1887
#jira UE-24802
#rb jurre.debaare
Change 2815725 on 2016/01/05 by James.Golding
Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
#jira UE-20439
Change 2815813 on 2016/01/05 by Marc.Audy
Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
#codereview Peter.Knepley
Change 2815884 on 2016/01/05 by James.Golding
- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
#rb simon.tovey
#codereview gil.gribb
Change 2816306 on 2016/01/05 by Marc.Audy
(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
#rb Zak.Middleton, James.Golding
2016-01-15 13:01:30 -05:00
FVisualLogEntry * Entry = FVisualLogger : : Get ( ) . GetLastEntryForObject ( NavMeshOwner ) ;
if ( Entry )
{
Path . DescribeSelfToVisLog ( Entry ) ;
}
2015-04-24 14:07:47 -04:00
}
# endif // ENABLE_VISUAL_LOG
2014-03-14 14:13:41 -04:00
Path . MarkReady ( ) ;
return DTStatusToNavQueryResult ( FindPathStatus ) ;
}
2014-07-01 11:28:39 -04:00
ENavigationQueryResult : : Type FPImplRecastNavMesh : : TestPath ( const FVector & StartLoc , const FVector & EndLoc , const FNavigationQueryFilter & InQueryFilter , const UObject * Owner , int32 * NumVisitedNodes ) const
2014-03-14 14:13:41 -04:00
{
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( InQueryFilter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
if ( QueryFilter = = NULL )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Warning , TEXT ( " FPImplRecastNavMesh::FindPath failing due to QueryFilter == NULL " ) ) ;
return ENavigationQueryResult : : Error ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
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INITIALIZE_NAVQUERY ( NavQuery , InQueryFilter . GetMaxSearchNodes ( ) , LinkFilter ) ;
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FVector RecastStartPos , RecastEndPos ;
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NavNodeRef StartPolyID , EndPolyID ;
const bool bCanSearch = InitPathfinding ( StartLoc , EndLoc , NavQuery , QueryFilter , RecastStartPos , StartPolyID , RecastEndPos , EndPolyID ) ;
if ( ! bCanSearch )
{
return ENavigationQueryResult : : Error ;
}
// get path corridor
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dtQueryResult PathResult ;
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const FVector : : FReal CostLimit = TNumericLimits < FVector : : FReal > : : Max ( ) ;
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const dtStatus FindPathStatus = NavQuery . findPath ( StartPolyID , EndPolyID ,
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& RecastStartPos . X , & RecastEndPos . X , CostLimit , QueryFilter , PathResult , 0 ) ;
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if ( NumVisitedNodes )
{
* NumVisitedNodes = NavQuery . getQueryNodes ( ) ;
}
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return DTStatusToNavQueryResult ( FindPathStatus ) ;
}
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# if WITH_NAVMESH_CLUSTER_LINKS
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ENavigationQueryResult : : Type FPImplRecastNavMesh : : TestClusterPath ( const FVector & StartLoc , const FVector & EndLoc , int32 * NumVisitedNodes ) const
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{
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FVector RecastStartPos , RecastEndPos ;
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NavNodeRef StartPolyID , EndPolyID ;
const dtQueryFilter * ClusterFilter = ( ( const FRecastQueryFilter * ) NavMeshOwner - > GetDefaultQueryFilterImpl ( ) ) - > GetAsDetourQueryFilter ( ) ;
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INITIALIZE_NAVQUERY_SIMPLE ( ClusterQuery , NavMeshOwner - > DefaultMaxHierarchicalSearchNodes ) ;
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const bool bCanSearch = InitPathfinding ( StartLoc , EndLoc , ClusterQuery , ClusterFilter , RecastStartPos , StartPolyID , RecastEndPos , EndPolyID ) ;
if ( ! bCanSearch )
{
return ENavigationQueryResult : : Error ;
}
const dtStatus status = ClusterQuery . testClusterPath ( StartPolyID , EndPolyID ) ;
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if ( NumVisitedNodes )
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{
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* NumVisitedNodes = ClusterQuery . getQueryNodes ( ) ;
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}
return DTStatusToNavQueryResult ( status ) ;
}
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# endif // WITH_NAVMESH_CLUSTER_LINKS
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bool FPImplRecastNavMesh : : InitPathfinding ( const FVector & UnrealStart , const FVector & UnrealEnd ,
const dtNavMeshQuery & Query , const dtQueryFilter * Filter ,
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FVector & RecastStart , dtPolyRef & StartPoly ,
FVector & RecastEnd , dtPolyRef & EndPoly ) const
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{
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const FVector NavExtent = NavMeshOwner - > GetModifiedQueryExtent ( NavMeshOwner - > GetDefaultQueryExtent ( ) ) ;
const FVector : : FReal Extent [ 3 ] = { NavExtent . X , NavExtent . Z , NavExtent . Y } ;
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const FVector RecastStartToProject = Unreal2RecastPoint ( UnrealStart ) ;
const FVector RecastEndToProject = Unreal2RecastPoint ( UnrealEnd ) ;
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StartPoly = INVALID_NAVNODEREF ;
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Query . findNearestPoly ( & RecastStartToProject . X , Extent , Filter , & StartPoly , & RecastStart . X ) ;
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if ( StartPoly = = INVALID_NAVNODEREF )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Warning , TEXT ( " FPImplRecastNavMesh::InitPathfinding start point not on navmesh " ) ) ;
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UE_VLOG_SEGMENT ( NavMeshOwner , LogNavigation , Warning , UnrealStart , UnrealEnd , FColor : : Red , TEXT ( " Failed path " ) ) ;
UE_VLOG_LOCATION ( NavMeshOwner , LogNavigation , Warning , UnrealStart , 15 , FColor : : Red , TEXT ( " Start failed " ) ) ;
UE_VLOG_BOX ( NavMeshOwner , LogNavigation , Warning , FBox ( UnrealStart - NavExtent , UnrealStart + NavExtent ) , FColor : : Red , TEXT_EMPTY ) ;
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return false ;
}
EndPoly = INVALID_NAVNODEREF ;
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Query . findNearestPoly ( & RecastEndToProject . X , Extent , Filter , & EndPoly , & RecastEnd . X ) ;
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if ( EndPoly = = INVALID_NAVNODEREF )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Warning , TEXT ( " FPImplRecastNavMesh::InitPathfinding end point not on navmesh " ) ) ;
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UE_VLOG_SEGMENT ( NavMeshOwner , LogNavigation , Warning , UnrealEnd , UnrealEnd , FColor : : Red , TEXT ( " Failed path " ) ) ;
UE_VLOG_LOCATION ( NavMeshOwner , LogNavigation , Warning , UnrealEnd , 15 , FColor : : Red , TEXT ( " End failed " ) ) ;
UE_VLOG_BOX ( NavMeshOwner , LogNavigation , Warning , FBox ( UnrealEnd - NavExtent , UnrealEnd + NavExtent ) , FColor : : Red , TEXT_EMPTY ) ;
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return false ;
}
return true ;
}
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float FPImplRecastNavMesh : : CalcSegmentCostOnPoly ( NavNodeRef PolyID , const dtQueryFilter * Filter , const FVector & StartLoc , const FVector & EndLoc ) const
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{
uint8 AreaID = RECAST_DEFAULT_AREA ;
DetourNavMesh - > getPolyArea ( PolyID , & AreaID ) ;
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const FVector : : FReal AreaTravelCost = Filter - > getAreaCost ( AreaID ) ;
return UE_REAL_TO_FLOAT_CLAMPED_MAX ( AreaTravelCost * ( EndLoc - StartLoc ) . Size ( ) ) ;
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}
void FPImplRecastNavMesh : : PostProcessPath ( dtStatus FindPathStatus , FNavMeshPath & Path ,
const dtNavMeshQuery & NavQuery , const dtQueryFilter * Filter ,
NavNodeRef StartPolyID , NavNodeRef EndPolyID ,
2021-10-25 20:05:28 -04:00
FVector StartLoc , FVector EndLoc ,
FVector RecastStartPos , FVector RecastEndPos ,
2014-08-21 20:30:51 -04:00
dtQueryResult & PathResult ) const
2014-03-14 14:13:41 -04:00
{
2018-11-14 19:05:13 -05:00
check ( Filter ) ;
2014-03-14 14:13:41 -04:00
// note that for recast partial path is successful, while we treat it as failed, just marking it as partial
if ( dtStatusSucceed ( FindPathStatus ) )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
// check if navlink poly at end of path is allowed
int32 PathSize = PathResult . size ( ) ;
if ( ( PathSize > 1 ) & & NavMeshOwner & & ! NavMeshOwner - > bAllowNavLinkAsPathEnd )
{
uint16 PolyFlags = 0 ;
DetourNavMesh - > getPolyFlags ( PathResult . getRef ( PathSize - 1 ) , & PolyFlags ) ;
if ( PolyFlags & ARecastNavMesh : : GetNavLinkFlag ( ) )
{
PathSize - - ;
}
}
Path . PathCorridorCost . AddUninitialized ( PathSize ) ;
if ( PathSize = = 1 )
2014-03-14 14:13:41 -04:00
{
// failsafe cost for single poly corridor
Path . PathCorridorCost [ 0 ] = CalcSegmentCostOnPoly ( StartPolyID , Filter , EndLoc , StartLoc ) ;
}
else
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
for ( int32 i = 0 ; i < PathSize ; i + + )
2014-03-14 14:13:41 -04:00
{
2014-08-21 20:30:51 -04:00
Path . PathCorridorCost [ i ] = PathResult . getCost ( i ) ;
2014-03-14 14:13:41 -04:00
}
}
// copy over corridor poly data
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
Path . PathCorridor . AddUninitialized ( PathSize ) ;
2014-09-29 04:23:44 -04:00
NavNodeRef * DestCorridorPoly = Path . PathCorridor . GetData ( ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
for ( int i = 0 ; i < PathSize ; + + i , + + DestCorridorPoly )
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{
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* DestCorridorPoly = PathResult . getRef ( i ) ;
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}
2018-11-14 19:05:13 -05:00
Path . OnPathCorridorUpdated ( ) ;
// if we're backtracking this is the time to reverse the path.
if ( Filter - > getIsBacktracking ( ) )
{
// for a proper string-pulling of a backtracking path we need to
// reverse the data right now.
Path . Invert ( ) ;
Swap ( StartPolyID , EndPolyID ) ;
Swap ( StartLoc , EndLoc ) ;
Swap ( RecastStartPos , RecastEndPos ) ;
}
2014-03-14 14:13:41 -04:00
# if STATS
if ( dtStatusDetail ( FindPathStatus , DT_OUT_OF_NODES ) )
{
INC_DWORD_STAT ( STAT_Navigation_OutOfNodesPath ) ;
}
if ( dtStatusDetail ( FindPathStatus , DT_PARTIAL_RESULT ) )
{
INC_DWORD_STAT ( STAT_Navigation_PartialPath ) ;
}
# endif
if ( Path . WantsStringPulling ( ) )
{
2014-09-12 05:08:35 -04:00
FVector UseEndLoc = EndLoc ;
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// if path is partial (path corridor doesn't contain EndPolyID), find new RecastEndPos on last poly in corridor
if ( dtStatusDetail ( FindPathStatus , DT_PARTIAL_RESULT ) )
{
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NavNodeRef LastPolyID = Path . PathCorridor . Last ( ) ;
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FVector : : FReal NewEndPoint [ 3 ] ;
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const dtStatus NewEndPointStatus = NavQuery . closestPointOnPoly ( LastPolyID , & RecastEndPos . X , NewEndPoint ) ;
if ( dtStatusSucceed ( NewEndPointStatus ) )
{
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UseEndLoc = Recast2UnrealPoint ( NewEndPoint ) ;
2014-03-14 14:13:41 -04:00
}
}
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Path . PerformStringPulling ( StartLoc , UseEndLoc ) ;
2014-03-14 14:13:41 -04:00
}
else
{
// make sure at least beginning and end of path are added
2014-07-14 19:41:38 -04:00
new ( Path . GetPathPoints ( ) ) FNavPathPoint ( StartLoc , StartPolyID ) ;
new ( Path . GetPathPoints ( ) ) FNavPathPoint ( EndLoc , EndPolyID ) ;
2014-07-07 17:19:49 -04:00
// collect all custom links Ids
for ( int32 Idx = 0 ; Idx < Path . PathCorridor . Num ( ) ; Idx + + )
{
const dtOffMeshConnection * OffMeshCon = DetourNavMesh - > getOffMeshConnectionByRef ( Path . PathCorridor [ Idx ] ) ;
if ( OffMeshCon )
{
Path . CustomLinkIds . Add ( OffMeshCon - > userId ) ;
}
}
2014-03-14 14:13:41 -04:00
}
if ( Path . WantsPathCorridor ( ) )
{
TArray < FNavigationPortalEdge > PathCorridorEdges ;
GetEdgesForPathCorridorImpl ( & Path . PathCorridor , & PathCorridorEdges , NavQuery ) ;
Path . SetPathCorridorEdges ( PathCorridorEdges ) ;
}
}
}
2014-09-12 05:08:35 -04:00
bool FPImplRecastNavMesh : : FindStraightPath ( const FVector & StartLoc , const FVector & EndLoc , const TArray < NavNodeRef > & PathCorridor , TArray < FNavPathPoint > & PathPoints , TArray < uint32 > * CustomLinks ) const
{
INITIALIZE_NAVQUERY_SIMPLE ( NavQuery , RECAST_MAX_SEARCH_NODES ) ;
2021-10-25 20:05:28 -04:00
const FVector RecastStartPos = Unreal2RecastPoint ( StartLoc ) ;
const FVector RecastEndPos = Unreal2RecastPoint ( EndLoc ) ;
2014-09-12 05:08:35 -04:00
bool bResult = false ;
dtQueryResult StringPullResult ;
const dtStatus StringPullStatus = NavQuery . findStraightPath ( & RecastStartPos . X , & RecastEndPos . X ,
2014-09-29 04:23:44 -04:00
PathCorridor . GetData ( ) , PathCorridor . Num ( ) , StringPullResult , DT_STRAIGHTPATH_AREA_CROSSINGS ) ;
2014-09-12 05:08:35 -04:00
PathPoints . Reset ( ) ;
if ( dtStatusSucceed ( StringPullStatus ) )
{
PathPoints . AddZeroed ( StringPullResult . size ( ) ) ;
// convert to desired format
2014-09-29 04:23:44 -04:00
FNavPathPoint * CurVert = PathPoints . GetData ( ) ;
2014-09-12 05:08:35 -04:00
for ( int32 VertIdx = 0 ; VertIdx < StringPullResult . size ( ) ; + + VertIdx )
{
2021-10-25 20:05:28 -04:00
const FVector : : FReal * CurRecastVert = StringPullResult . getPos ( VertIdx ) ;
2014-09-12 05:08:35 -04:00
CurVert - > Location = Recast2UnrVector ( CurRecastVert ) ;
CurVert - > NodeRef = StringPullResult . getRef ( VertIdx ) ;
FNavMeshNodeFlags CurNodeFlags ( 0 ) ;
CurNodeFlags . PathFlags = StringPullResult . getFlag ( VertIdx ) ;
uint8 AreaID = RECAST_DEFAULT_AREA ;
DetourNavMesh - > getPolyArea ( CurVert - > NodeRef , & AreaID ) ;
CurNodeFlags . Area = AreaID ;
const UClass * AreaClass = NavMeshOwner - > GetAreaClass ( AreaID ) ;
const UNavArea * DefArea = AreaClass ? ( ( UClass * ) AreaClass ) - > GetDefaultObject < UNavArea > ( ) : NULL ;
CurNodeFlags . AreaFlags = DefArea ? DefArea - > GetAreaFlags ( ) : 0 ;
CurVert - > Flags = CurNodeFlags . Pack ( ) ;
// include smart link data
// if there will be more "edge types" we change this implementation to something more generic
if ( CustomLinks & & ( CurNodeFlags . PathFlags & DT_STRAIGHTPATH_OFFMESH_CONNECTION ) )
{
const dtOffMeshConnection * OffMeshCon = DetourNavMesh - > getOffMeshConnectionByRef ( CurVert - > NodeRef ) ;
if ( OffMeshCon )
{
CurVert - > CustomLinkId = OffMeshCon - > userId ;
CustomLinks - > Add ( OffMeshCon - > userId ) ;
}
}
CurVert + + ;
}
// findStraightPath returns 0 for polyId of last point for some reason, even though it knows the poly id. We will fill that in correctly with the last poly id of the corridor.
// @TODO shouldn't it be the same as EndPolyID? (nope, it could be partial path)
PathPoints . Last ( ) . NodeRef = PathCorridor . Last ( ) ;
bResult = true ;
}
return bResult ;
}
2015-03-09 05:40:56 -04:00
static bool IsDebugNodeModified ( const FRecastDebugPathfindingNode & NodeData , const FRecastDebugPathfindingData & PreviousStep )
2014-03-14 14:13:41 -04:00
{
const FRecastDebugPathfindingNode * PrevNodeData = PreviousStep . Nodes . Find ( NodeData ) ;
if ( PrevNodeData )
{
const bool bModified = PrevNodeData - > bOpenSet ! = NodeData . bOpenSet | |
PrevNodeData - > TotalCost ! = NodeData . TotalCost | |
PrevNodeData - > Cost ! = NodeData . Cost | |
PrevNodeData - > ParentRef ! = NodeData . ParentRef | |
! PrevNodeData - > NodePos . Equals ( NodeData . NodePos , SMALL_NUMBER ) ;
return bModified ;
}
return true ;
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
static void StorePathfindingDebugData ( const dtNavMeshQuery & NavQuery , const dtNavMesh * NavMesh , FRecastDebugPathfindingData & Data )
2015-03-09 05:40:56 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
const dtNodePool * NodePool = NavQuery . getNodePool ( ) ;
check ( NodePool ) ;
const int32 NodeCount = NodePool - > getNodeCount ( ) ;
if ( NodeCount < = 0 )
2015-03-09 05:40:56 -04:00
{
return ;
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// cache path lengths for all nodes in pool, indexed by poolIdx (idx + 1)
2021-10-25 20:05:28 -04:00
TArray < FVector : : FReal > NodePathLength ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( Data . Flags & ERecastDebugPathfindingFlags : : PathLength )
2015-03-09 05:40:56 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
NodePathLength . AddZeroed ( NodeCount + 1 ) ;
2015-03-09 05:40:56 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Data . Nodes . Reserve ( NodeCount ) ;
for ( int32 Idx = 0 ; Idx < NodeCount ; Idx + + )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
const int32 NodePoolIdx = Idx + 1 ;
const dtNode * Node = NodePool - > getNodeAtIdx ( NodePoolIdx ) ;
check ( Node ) ;
const dtNode * ParentNode = Node - > pidx ? NodePool - > getNodeAtIdx ( Node - > pidx ) : nullptr ;
2015-03-09 05:40:56 -04:00
2014-03-14 14:13:41 -04:00
FRecastDebugPathfindingNode NodeInfo ;
NodeInfo . PolyRef = Node - > id ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
NodeInfo . ParentRef = ParentNode ? ParentNode - > id : 0 ;
2021-10-25 20:05:28 -04:00
NodeInfo . Cost = UE_REAL_TO_FLOAT_CLAMPED_MAX ( Node - > cost ) ; // LWC_TODO_AI: Make FRecastDebugPathfindingNode::Cost and FRecastDebugPathfindingNode::Total FVector::FReal. Not until after 5.0!
NodeInfo . TotalCost = UE_REAL_TO_FLOAT_CLAMPED_MAX ( Node - > total ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
NodeInfo . Length = 0.0f ;
NodeInfo . bOpenSet = ( Node - > flags & DT_NODE_OPEN ) ! = 0 ;
2014-03-14 14:13:41 -04:00
NodeInfo . bModified = true ;
NodeInfo . NodePos = Recast2UnrealPoint ( & Node - > pos [ 0 ] ) ;
const dtPoly * NavPoly = 0 ;
const dtMeshTile * NavTile = 0 ;
NavMesh - > getTileAndPolyByRef ( Node - > id , & NavTile , & NavPoly ) ;
NodeInfo . bOffMeshLink = NavPoly ? ( NavPoly - > getType ( ) ! = DT_POLYTYPE_GROUND ) : false ;
2015-03-09 05:40:56 -04:00
if ( Data . Flags & ERecastDebugPathfindingFlags : : Vertices )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 2996057)
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2975196 on 2016/05/12 by Robert.Manuszewski
Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading.
- This way we can avoid very long GC times after new blueprints have been loaded.
- Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes)
Change 2993960 on 2016/05/30 by Robert.Manuszewski
Fixing leaked linkers created by blocking load requests during async loading.
Change 2959398 on 2016/04/28 by Steve.Robb
TMap references are strong and cannot be nulled by pending kill. This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled.
#jira UE-20828
Change 2960723 on 2016/04/29 by Graeme.Thornton
Fix for texture asset import data being ignored when async loaded
Change 2960938 on 2016/04/29 by Robert.Manuszewski
Nulling out sql db handle after closing it.
Change 2967127 on 2016/05/05 by Steve.Robb
Move constructors explicitly disabled in generated code.
Change 2967143 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2967164 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer
Change 2968650 on 2016/05/06 by Steve.Robb
Fix for HotReload copying module manager.
Change 2968915 on 2016/05/06 by Robert.Manuszewski
Fixing spelling of SetImageIntegrityStatus function name.
Change 2970406 on 2016/05/09 by Steve.Robb
Static analysis fixes:
Function uses '...' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
Change 2970419 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
warning C6011: Dereferencing NULL pointer '...'.
warning C6385: Reading invalid data from '...': the readable size is '...' bytes, but '...' bytes may be read.
warning C6386: Buffer overrun while writing to '...': the writable size is '...' bytes, but '...' bytes might be written.
Change 2970431 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results.
Change 2972032 on 2016/05/10 by Steven.Hutton
Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries.
Change 2972085 on 2016/05/10 by Steve.Robb
Const-correctness fix for FLogCategoryBase::IsSuppressed.
Change 2972087 on 2016/05/10 by Steve.Robb
ELogVerbosity moved into its own header.
Change 2972090 on 2016/05/10 by Steve.Robb
Redundant ensure removed.
Change 2972103 on 2016/05/10 by Steve.Robb
Removal of redundant use of USING_CODE_ANALYSIS.
Change 2972139 on 2016/05/10 by Steve.Robb
Fix for ensure macros throwing C6326 warnings during static analysis.
Change 2972147 on 2016/05/10 by Steve.Robb
Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis.
Change 2972162 on 2016/05/10 by Steve.Robb
SCOPE_CYCLE_COUNTER_GUARD removed.
Change 2972168 on 2016/05/10 by Steve.Robb
Compile error fix for logOrEnsureNanError in static analysis builds.
Change 2973084 on 2016/05/10 by Chris.Wood
Crash Report Server performance tweak
Change 2974030 on 2016/05/11 by Steve.Robb
Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*.
Change 2974053 on 2016/05/11 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2974191 on 2016/05/11 by Steve.Robb
Fix for template instantiation error in VS2013.
Change 2975298 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2975318 on 2016/05/12 by Steve.Robb
Fix for hot reload info being reported as warnings.
#jira UE-30586
Change 2975447 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6285: (<non-zero constant> || <non-zero constant>) is always a non-zero constant. Did you intend to use the bitwise-and operator?
warning C6286: (<non-zero constant> || <expression>) is always a non-zero constant. <expression> is never evaluated and might have side effects.
warning C6289: Incorrect operator: mutual exclusion over || is always a non-zero constant. Did you intend to use && instead?
warning C6316: Incorrect operator: tested expression is constant and non-zero. Use bitwise-and to determine whether bits are set.
Change 2975478 on 2016/05/12 by Steve.Robb
Static analysis fixes for lots of redundant <zero constant> and <non-zero constant> warnings.
Change 2975538 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'StaticResource'
Change 2976640 on 2016/05/13 by Robert.Manuszewski
Fixing crashes caused by token stream generation changes. Making sure the token stream gets re-generated when a class gets re-linked.
#jira UE-30675
Change 2978320 on 2016/05/16 by Steve.Robb
Fix for static analysis warnings in XNA headers.
Change 2978329 on 2016/05/16 by Steve.Robb
Static analysis fixes:
warning C6334: sizeof operator applied to an expression with an operator might yield unexpected results: Parentheses can be used to disambiguate certain usages.
Change 2980222 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2980458 on 2016/05/17 by Chris.Wood
Attempt to fix crash report submission problems from CRP to CR website
[UE-30257] - Crashreports are sometimes missing file attachments
Passing crash GUID so that website can easily check for duplicates in future
Increased request timeout for AddCrash to be longer than website database timeout
Logging retries for future visibility
CRP v.1.1.6
Change 2980639 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2981750 on 2016/05/18 by Steve.Robb
check()s in ContainerAllocationPolicies.h changed to checkSlow()s, as they only exist to check that the container has been written correctly.
Change 2982106 on 2016/05/18 by John.Mahoney
Fixed a crash caused by loading two stat capture files simultaneously in the profiler.
If the user tries to load a capture file while another load is in progress, the previous load is now cancelled and cleaned up before proceeding with the new load.
Made the delegates in FNewStatsReader explicitly specify which profiler instance they are loading data for, instead of relying on the current value of LoadConnection->InstanceId.
This also fixes a crash that occurs when selecting a different capture file in the "Stats dump browser" pane of the profiler (after using Load Folder) while another file is still loading.
Cleaned up some weak pointer usage in the profiler window.
#jira UE-30741
Change 2983366 on 2016/05/19 by Steven.Hutton
Changes for passing crash type directly from CRP to CRW.
Change 2983394 on 2016/05/19 by Steven.Hutton
Minor changes to add crash with more error reporting
Change 2984685 on 2016/05/20 by Robert.Manuszewski
Merging //UE4/Dev-Main @ 2984626 to Dev-Core (//UE4/Dev-Core)
Change 2985143 on 2016/05/20 by Steve.Robb
Missing semi-colons.
Change 2986463 on 2016/05/23 by Steve.Robb
CopyTemp added to make it clear that you want to make a copy (rather than a move, or an accidental copy) at the call site of a function taking rvalue refs.
Change 2986475 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986476 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986480 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant
Change 2986515 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6340: Mismatch on sign: 'X' passed as _Param_(N) when some unsigned type is required in call to 'Func'
Change 2986680 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'Ptr': the writable size is 'X' bytes, but 'Y' bytes might be written.
warning C6387: 'Ptr' could be '0': this does not adhere to the specification for the function 'Func'
warning C6031: Return value ignored: 'snprintf'.
warning C6340: Mismatch on sign: 'const unsigned int' passed as _Param_(4) when some signed type is required in call to 'snprintf'.
Change 2986865 on 2016/05/23 by Robert.Manuszewski
Removing redundand AddReferencedObjects functions
Change 2987968 on 2016/05/24 by Robert.Manuszewski
Removing redundant UPROPERTY macros from intrinsic classes.
Change 2987979 on 2016/05/24 by Steve.Robb
Optimization of some FString and FPaths operations to produce fewer temporaries.
Change 2988297 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2988430 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6385: Reading invalid data from 'var': the readable size is 'X' bytes, but 'Y' bytes may be read.
Change 2988461 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
Change 2988464 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6262: Function uses 'X' bytes of stack: exceeds /analyze:stacksize 'Y'. Consider moving some data to heap.
Change 2988494 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 2989411 on 2016/05/25 by Robert.Manuszewski
Splitting GC cluster index and intenral object flags to allow more UObjects in editor builds.
Change 2989429 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6387: '_Param_(X)' could be '0': this does not adhere to the specification for the function 'Func'.
Change 2989982 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory 'LODPlanesMin'.
Change 2990018 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'X'
Change 2990077 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2990114 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.
Change 2990125 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
Change 2990162 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6294: Ill-defined for-loop: initial condition does not satisfy test. Loop body not executed.
Change 2990193 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'type' contains the same NULL value as 'type->base_type' did.
warning C6011: Dereferencing NULL pointer 'Semantic'.
Change 2991006 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28113: Accessing a local variable dummy via an Interlocked function: This is an unusual usage which could be reconsidered.
Change 2991012 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6031: Return value ignored: 'InitializeCriticalSectionAndSpinCount'.
Change 2991013 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2991016 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2991017 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2991019 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6292: Ill-defined for-loop: counts up from maximum.
Change 2991023 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6322: Empty _except block.
warning C28251: Inconsistent annotation for 'WinMain': this instance has no annotations.
Change 2991070 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'Ptr1' contains the same NULL value as 'Ptr2' did.
Change 2991416 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992738 on 2016/05/27 by Steve.Robb
Revert changes to FString::MatchesWildcard.
Change 2992916 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992960 on 2016/05/27 by Chris.Wood
Optimized P4 access in Crash Report Process and MinidumpDiagostics.
Change 2992964 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2993956 on 2016/05/30 by Robert.Manuszewski
Fixing a crash after adding a new C++ class in the editor - made sure new classes have the token stream assembled after hot-reload.
#jira UE-31309
Change 2993977 on 2016/05/30 by Robert.Manuszewski
Don't wait for all packages to finish loading before PostLoading those which already have.
Change 2994206 on 2016/05/31 by Robert.Manuszewski
PR #2429: Three bug fixes required for script support to work properly (Contributed by pluranium)
#lockdown Nick.Penwarden
[CL 2996251 by Robert Manuszewski in Main branch]
2016-06-01 12:08:56 -04:00
check ( NavPoly ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
NodeInfo . NumVerts = NavPoly - > vertCount ;
for ( int32 VertIdx = 0 ; VertIdx < NavPoly - > vertCount ; VertIdx + + )
2015-03-09 05:40:56 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
NodeInfo . Verts . Add ( Recast2UnrealPoint ( & NavTile - > verts [ NavPoly - > verts [ VertIdx ] * 3 ] ) ) ;
2015-03-09 05:40:56 -04:00
}
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( ( Data . Flags & ERecastDebugPathfindingFlags : : PathLength ) & & ParentNode )
2014-03-14 14:13:41 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
const FVector ParentPos = Recast2UnrealPoint ( & ParentNode - > pos [ 0 ] ) ;
2021-10-25 20:05:28 -04:00
const FVector : : FReal NodeLinkLen = FVector : : Dist ( NodeInfo . NodePos , ParentPos ) ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
// no point in validating, it would already crash on reading ParentNode (no validation in NodePool.getNodeAtIdx)
2021-10-25 20:05:28 -04:00
const FVector : : FReal ParentPathLength = NodePathLength [ Node - > pidx ] ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
2021-10-25 20:05:28 -04:00
const FVector : : FReal LinkAndParentLength = NodeLinkLen + ParentPathLength ;
NodePathLength [ NodePoolIdx ] = LinkAndParentLength ;
// LWC_TODO_AI: Make Length FVector::FReal. Not until after 5.0!
NodeInfo . Length = UE_REAL_TO_FLOAT_CLAMPED_MAX ( LinkAndParentLength ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
Data . Nodes . Add ( NodeInfo ) ;
2014-03-14 14:13:41 -04:00
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
if ( Data . Flags & ERecastDebugPathfindingFlags : : BestNode )
2015-03-09 05:40:56 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
dtNode * BestNode = nullptr ;
2021-10-25 20:05:28 -04:00
FVector : : FReal BestNodeCost = 0.0f ;
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
NavQuery . getCurrentBestResult ( BestNode , BestNodeCost ) ;
if ( BestNode )
2015-03-09 05:40:56 -04:00
{
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix #2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
2017-12-05 21:57:41 -05:00
const FRecastDebugPathfindingNode BestNodeKey ( BestNode - > id ) ;
Data . BestNode = Data . Nodes . FindId ( BestNodeKey ) ;
2015-03-09 05:40:56 -04:00
}
}
}
static void StorePathfindingDebugStep ( const dtNavMeshQuery & NavQuery , const dtNavMesh * NavMesh , TArray < FRecastDebugPathfindingData > & Steps )
{
const int StepIdx = Steps . AddZeroed ( 1 ) ;
FRecastDebugPathfindingData & StepInfo = Steps [ StepIdx ] ;
StepInfo . Flags = ERecastDebugPathfindingFlags : : BestNode | ERecastDebugPathfindingFlags : : Vertices ;
StorePathfindingDebugData ( NavQuery , NavMesh , StepInfo ) ;
2014-03-14 14:13:41 -04:00
if ( Steps . Num ( ) > 1 )
{
2015-03-09 05:40:56 -04:00
FRecastDebugPathfindingData & PrevStepInfo = Steps [ StepIdx - 1 ] ;
2014-03-14 14:13:41 -04:00
for ( TSet < FRecastDebugPathfindingNode > : : TIterator It ( StepInfo . Nodes ) ; It ; + + It )
{
FRecastDebugPathfindingNode & NodeData = * It ;
NodeData . bModified = IsDebugNodeModified ( NodeData , PrevStepInfo ) ;
}
}
}
2019-11-06 10:31:29 -05:00
int32 FPImplRecastNavMesh : : DebugPathfinding ( const FVector & StartLoc , const FVector & EndLoc , const float CostLimit , const FNavigationQueryFilter & Filter , const UObject * Owner , TArray < FRecastDebugPathfindingData > & Steps )
2014-03-14 14:13:41 -04:00
{
int32 NumSteps = 0 ;
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
if ( QueryFilter = = NULL )
{
UE_VLOG ( NavMeshOwner , LogNavigation , Warning , TEXT ( " FPImplRecastNavMesh::DebugPathfinding failing due to QueryFilter == NULL " ) ) ;
return NumSteps ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
2014-04-23 19:29:53 -04:00
INITIALIZE_NAVQUERY ( NavQuery , Filter . GetMaxSearchNodes ( ) , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
FVector RecastStartPos , RecastEndPos ;
2014-03-14 14:13:41 -04:00
NavNodeRef StartPolyID , EndPolyID ;
const bool bCanSearch = InitPathfinding ( StartLoc , EndLoc , NavQuery , QueryFilter , RecastStartPos , StartPolyID , RecastEndPos , EndPolyID ) ;
if ( ! bCanSearch )
{
return NumSteps ;
}
2019-11-06 10:31:29 -05:00
dtStatus status = NavQuery . initSlicedFindPath ( StartPolyID , EndPolyID , & RecastStartPos . X , & RecastEndPos . X , CostLimit , QueryFilter ) ;
2014-03-14 14:13:41 -04:00
while ( dtStatusInProgress ( status ) )
{
StorePathfindingDebugStep ( NavQuery , DetourNavMesh , Steps ) ;
NumSteps + + ;
status = NavQuery . updateSlicedFindPath ( 1 , 0 ) ;
}
static const int32 MAX_TEMP_POLYS = 16 ;
NavNodeRef TempPolys [ MAX_TEMP_POLYS ] ;
int32 NumTempPolys ;
NavQuery . finalizeSlicedFindPath ( TempPolys , & NumTempPolys , MAX_TEMP_POLYS ) ;
return NumSteps ;
}
2020-06-23 18:40:00 -04:00
# if WITH_NAVMESH_CLUSTER_LINKS
2014-03-14 14:13:41 -04:00
NavNodeRef FPImplRecastNavMesh : : GetClusterRefFromPolyRef ( const NavNodeRef PolyRef ) const
{
if ( DetourNavMesh )
{
const dtMeshTile * Tile = DetourNavMesh - > getTileByRef ( PolyRef ) ;
uint32 PolyIdx = DetourNavMesh - > decodePolyIdPoly ( PolyRef ) ;
if ( Tile & & Tile - > polyClusters & & PolyIdx < ( uint32 ) Tile - > header - > offMeshBase )
{
return DetourNavMesh - > getClusterRefBase ( Tile ) | Tile - > polyClusters [ PolyIdx ] ;
}
}
return 0 ;
}
2020-06-23 18:40:00 -04:00
# endif // WITH_NAVMESH_CLUSTER_LINKS
2014-03-14 14:13:41 -04:00
2014-04-23 19:29:53 -04:00
FNavLocation FPImplRecastNavMesh : : GetRandomPoint ( const FNavigationQueryFilter & Filter , const UObject * Owner ) const
2014-03-14 14:13:41 -04:00
{
FNavLocation OutLocation ;
if ( DetourNavMesh = = NULL )
{
return OutLocation ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
2014-04-23 19:29:53 -04:00
INITIALIZE_NAVQUERY ( NavQuery , Filter . GetMaxSearchNodes ( ) , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
// inits to "pass all"
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
ensure ( QueryFilter ) ;
if ( QueryFilter )
{
dtPolyRef Poly ;
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FVector : : FReal RandPt [ 3 ] ;
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dtStatus Status = NavQuery . findRandomPoint ( QueryFilter , FMath : : FRand , & Poly , RandPt ) ;
if ( dtStatusSucceed ( Status ) )
{
// arrange output
OutLocation . Location = Recast2UnrVector ( RandPt ) ;
OutLocation . NodeRef = Poly ;
}
}
return OutLocation ;
}
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# if WITH_NAVMESH_CLUSTER_LINKS
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bool FPImplRecastNavMesh : : GetRandomPointInCluster ( NavNodeRef ClusterRef , FNavLocation & OutLocation ) const
{
if ( DetourNavMesh = = NULL | | ClusterRef = = 0 )
{
return false ;
}
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INITIALIZE_NAVQUERY_SIMPLE ( NavQuery , RECAST_MAX_SEARCH_NODES ) ;
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dtPolyRef Poly ;
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FVector : : FReal RandPt [ 3 ] ;
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dtStatus Status = NavQuery . findRandomPointInCluster ( ClusterRef , FMath : : FRand , & Poly , RandPt ) ;
if ( dtStatusSucceed ( Status ) )
{
OutLocation = FNavLocation ( Recast2UnrVector ( RandPt ) , Poly ) ;
return true ;
}
return false ;
}
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# endif // WITH_NAVMESH_CLUSTER_LINKS
2014-03-14 14:13:41 -04:00
2020-04-30 09:48:28 -04:00
bool FPImplRecastNavMesh : : FindMoveAlongSurface ( const FNavLocation & StartLocation , const FVector & TargetPosition , FNavLocation & OutLocation , const FNavigationQueryFilter & Filter , const UObject * Owner ) const
{
// sanity check
if ( DetourNavMesh = = NULL )
{
return false ;
}
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
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INITIALIZE_NAVQUERY ( NavQuery , Filter . GetMaxSearchNodes ( ) , LinkFilter ) ;
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const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
ensure ( QueryFilter ) ;
if ( ! QueryFilter )
{
return false ;
}
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FVector RcStartPos = Unreal2RecastPoint ( StartLocation . Location ) ;
FVector RcEndPos = Unreal2RecastPoint ( TargetPosition ) ;
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FVector : : FReal Result [ 3 ] ;
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static const int MAX_VISITED = 16 ;
dtPolyRef Visited [ MAX_VISITED ] ;
int VisitedCount = 0 ;
dtStatus status = NavQuery . moveAlongSurface ( StartLocation . NodeRef , & RcStartPos . X , & RcEndPos . X , QueryFilter , Result , Visited , & VisitedCount , MAX_VISITED ) ;
if ( dtStatusFailed ( status ) )
{
return false ;
}
dtPolyRef ResultPoly = Visited [ VisitedCount - 1 ] ;
// Adjust the position to stay on top of the navmesh.
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FVector : : FReal h = RcStartPos . Y ;
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NavQuery . getPolyHeight ( ResultPoly , Result , & h ) ;
Result [ 1 ] = h ;
const FVector UnrealResult = Recast2UnrVector ( Result ) ;
OutLocation = FNavLocation ( UnrealResult , ResultPoly ) ;
return true ;
}
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bool FPImplRecastNavMesh : : ProjectPointToNavMesh ( const FVector & Point , FNavLocation & Result , const FVector & Extent , const FNavigationQueryFilter & Filter , const UObject * Owner ) const
2014-03-14 14:13:41 -04:00
{
// sanity check
if ( DetourNavMesh = = NULL )
{
return false ;
}
bool bSuccess = false ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
2018-09-25 10:11:35 -04:00
// using 0 as NumNodes since findNearestPoly2D, being the only dtNavMeshQuery
// function we're using, is not utilizing m_nodePool
INITIALIZE_NAVQUERY ( NavQuery , /*NumNodes=*/ 0 , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
ensure ( QueryFilter ) ;
if ( QueryFilter )
{
2021-10-25 20:05:28 -04:00
FVector : : FReal ClosestPoint [ 3 ] ;
2014-03-14 14:13:41 -04:00
2015-04-17 03:22:18 -04:00
const FVector ModifiedExtent = NavMeshOwner - > GetModifiedQueryExtent ( Extent ) ;
2021-10-25 20:05:28 -04:00
FVector RcExtent = Unreal2RecastPoint ( ModifiedExtent ) . GetAbs ( ) ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
FVector RcPoint = Unreal2RecastPoint ( Point ) ;
2014-03-14 14:13:41 -04:00
dtPolyRef PolyRef ;
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //Orion/Dev-General @ 2961068)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2958488 on 2016/04/27 by Michael.Noland
Engine: Added support for UNumericProperty (int64, etc...) and doubles as allowable types in data table structures (Note: Blueprints still can't access these types, so use is limited to C++ for now)
#tests Tested with a data table created from a struct that contained int64 properties
Change 2958440 on 2016/04/27 by Leslie.Nivison
Adding .tps and licenses for elftoolchain
#test none
Change 2958434 on 2016/04/27 by david.nikdel
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - fix for merge conflict from 0.25 branch
#tests none
#ROBOMERGE-SOURCE: CL 2958433 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2958431 on 2016/04/27 by Martin.Wilson
Fix crash when changing curve type of new curve
#TESTS recreated original issue to prove changes fix it
Change 2958409 on 2016/04/27 by Brad.Angelcyk
updates LinuxToolChain with a function to escape arguments passed to clang
#tests compiled LinuxNoEditor and LinuxServer
Change 2958287 on 2016/04/27 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2958273
#RB:none
#Tests:none
Change 2958201 on 2016/04/27 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2958156
#RB:none
#Tests:none
Change 2958034 on 2016/04/27 by Dmitry.Rekman
Do not skip rendering commands on server (UE-29891).
- Enqueue... macros changed to make commands execute on the calling thread for UE_SERVER.
- Removed workaround in stats code that was added because advancing frame was not previously happening.
- Added logic to avoid allocating memory (and triggering check()) from NullRHI in FStaticShadowDepthMap.
#coderreview Daniel.Wright, Sam.Zamani
#tests Compiled Linux server and Windows client, ran a couple matches (on compatible cooked build).
Change 2957881 on 2016/04/27 by Andrew.Grant
Fix for UE-29973
#tests compiled
Change 2957769 on 2016/04/27 by Robert.Manuszewski
Stopping thread heartbeat when the engine crashes to prevent it from interfering with generating crash reports.
#jira OR-20501
#tests Win64 client cooked build
Change 2957711 on 2016/04/27 by david.nikdel
#ROBOMERGE-AUTHOR: ben.marsh
EC: Use the original author for any ROBOMERGED changes in failure emails.
[CodeReviewed] David.Nikdel
#ROBOMERGE-SOURCE: CL 2957709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2957042 on 2016/04/26 by david.nikdel
#ROBOMERGE-AUTHOR: nick.atamas
Merging CL 2956472 from .25 to Main.
Fading out HUD on victory/defeat. Added code to SRetainerWidget to respect its own opacity.
#test PIE
#ROBOMERGE-SOURCE: CL 2957041 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2957005 on 2016/04/26 by Daniel.Lamb
Included pete on the rebuild lighting emails.
He will be taking over whilest I'm out next week
#test Compile.
Change 2956915 on 2016/04/26 by Leslie.Nivison
Adding .tps for swaggerui, roboto font.
#test none
Change 2956778 on 2016/04/26 by Lina.Halper
Fixed crash with curve importing UID issue
#Rb: none
#Code review:Martin.Wilson
#tests: editor, import, no crash
Change 2956735 on 2016/04/26 by Mieszko.Zielinski
Removed PRAGMA_DISABLE_OPTIMIZATION that slipped through code review #Orion
#test none
Change 2956669 on 2016/04/26 by Mieszko.Zielinski
Big Bot Objectives pass #Orion
- Objective graph navigation introduced, acompanied with BT task to take advantage of it
- lots of improvements to AICommander and ObjectiveGraph
- bot teams are aware of their human members while dealing objectives
- behavior improvements, including a separate EQS queries for melee and ranged enemy selection
Disabled for now, will get enabled in a separate CL
#test golden path
Change 2956665 on 2016/04/26 by Mieszko.Zielinski
Changed NavMesh projection code to use 2d distance when looking for the best point on navmesh #UE4
#test golen path
Change 2956639 on 2016/04/26 by Mieszko.Zielinski
Implemented a generic, template 2d grid #UE4
#test none
Change 2956628 on 2016/04/26 by Jon.Lietz
first pass on gameplay code needed for Buff Bar
- added OnTimeChangeDelegate to FActiveGameplayEffect to tracking when the duration or start effect time changes for a gameplay effect.
- added GetGameplayEffectStartTimeAndDuration() that will set the passed in start time and duration for the given FActiveGameplayEffectHandle
- added support for FOrionStatusEffectDisplayInfo to be a dynamic array vs a static one.
- added a FGameplayTag and UTexture2D* to track buff effects
#RB DaveRatti
#tests apply and remove tracked gameplay effects.
Change 2956424 on 2016/04/26 by Simon.Tovey
Fix for OR-20387
Bone Socket module could require different sizes of instance data depending on properties that can differ between lods.
Allocation code assumes all lods want the same size.
Altered module to request max of all possible sizes.
#tests Editor, GoldenPath, Fixes crash
Change 2956403 on 2016/04/26 by Mieszko.Zielinski
Generic, graph, template A* implementation #UE4
#test golden path
Change 2956360 on 2016/04/26 by Lina.Halper
Fix crash of animation editing when joint becomes invalid - due to compact joint and so on
- Coil's editing has caused issue where it isn't included to compact bone container
#tests: Michael Rumple tested this change in his local machine where we could crash consistently.
Change 2956068 on 2016/04/26 by Leslie.Nivison
Adding licenses, .tps for Mono
#test none
Change 2956049 on 2016/04/26 by Andrew.Grant
Undid accidental console variables checkin
Change 2955972 on 2016/04/26 by Bart.Bressler
Add "Mixed" replication mode used by OrionPlayerState_Game to save bandwidth while replicating the player state. Saves 1.5-2kb/s Currently turned off with a cvar (Orion.PlayerState.MixedReplicationModeForPlayers)
#tests took network profiles with/without changes, also loaded replays and used logging to make sure the correct data was getting replicated
Change 2955966 on 2016/04/26 by Andrew.Grant
Merging //UE4/Orion-Staging (Source: //UE4/Main @ 2952833)
#tests compiled, cooked, PIE, golden-path
Change 2955598 on 2016/04/25 by Andrew.Grant
Optionally show warnings and errors visually on the HUD in dev builds.
Controlled by DurationOfErrorsAndWarningsOnHUD in Engine.Engine section of DefaultEngine.ini (set to 0 to disable)
#tests game, editor, PS4 played, exited.
Change 2955589 on 2016/04/25 by Andrew.Grant
Clarified array bounds warnings in script
#tests local tests with bounds checking
Change 2955506 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Merging changes from Release branches to Main (//Orion/Main)
#ROBOMERGE-SOURCE: CL 2955505 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2955274 on 2016/04/25 by Eric.Newman
Improved support for in-memory screenshots. Added a RequestScreenshot variant that does not require a filename parameter.
#tests sent myself several player report screenshots
#robomerge: MAIN, 25
Change 2955109 on 2016/04/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2955087
#RB:none
#Tests:none
Change 2954451 on 2016/04/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2954443
#RB:none
#tests:none
Change 2954444 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25 @ CL 2954417
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2954443 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2954439 on 2016/04/25 by Robert.Manuszewski
Removing debug code
#tests none
Change 2954437 on 2016/04/25 by Robert.Manuszewski
Changing thread hang detection and DLL injection asserts to custom ensures so that we have time to verify if they work correctly in live environment.
- DLL injection will now print only worker threads' callstacks
- Tweaked messages printed when game hang is detected
- re-enabled DLL injection test
#tests Tested with cooked Win64 Client
Change 2954379 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_25 - Merge 24.1 fixes @ CL 2954327
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2954377 in //Orion/Release-0.25/... via CL 2954378
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2954157 on 2016/04/25 by Robert.Manuszewski
Possible fix for missing/incomplete callstacks reported by thread hartbeat when a hang is detected.
#tests Cooked Win64 client
Change 2954051 on 2016/04/24 by Chris.Gagnon
Copying CL 2953496 to Paragon from Fortnite
When the console closes it now properly restores the viewports input state (both focus and capture).
#tests ran the game and used the Console
Change 2953620 on 2016/04/22 by Brad.Angelcyk
adds nullrhi to the exclusions list for rendering on linux builds. fixes build error on case sensitive filesystems.
#tests compiled LinuxNoEditor and LinuxServer
Change 2953546 on 2016/04/22 by david.nikdel
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix chunking task not correctly filtering files into the ignore list, and adding quotes around the filenames that BPT doesn't seem parse. New output verified to be the same as UAT's debug manifest.
#tests ran chunking part of build script on an existing build, and verified that the generated ignore list matches up with the UAT debug manifest.
#ROBOMERGE-SOURCE: CL 2953545 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2953468 on 2016/04/22 by Andrew.Grant
Pulling updated PhysX binaries from //UE4/Main to address OR-19860
#tests golden path with Gideon
Change 2953432 on 2016/04/22 by Rob.Cannaday
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
#ROBOMERGE Main
Change 2953367 on 2016/04/22 by Leslie.Nivison
TPSAuditTool can't find files under Engine/Build, so adding Android .tps files under Engine/Source/ThirdParty/Android to be properly picked up.
#test none
Change 2952860 on 2016/04/22 by Ben.Marsh
EC: Simplify patterns for excluded jobs so they only have to match against the custom part of the job name. Prevents jobs with decorators such as "(#2)" not matching current patterns.
Change 2952824 on 2016/04/22 by Ben.Marsh
EC: Allow filtering out jobs from the grid view on the dashboard. We don't want to show promotion jobs there.
Change 2952632 on 2016/04/22 by Dan.Youhon
Fix delayed minion reactions to sudden root motion movements on clients
- Added OnRootMotionSourceBeingApplied virtual function to UCharacterMovementComponent, does nothing by default, in OrionCharMovementComponent we ForceServerTick() like we do on knockbacks/other velocity-changing events
- This specifically fixes Coil's BFG ability push being so quick that minions looked like they were almost teleporting to their end destination on clients - much more responsive now
#tests PIE
Change 2952390 on 2016/04/22 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Back out revision 10 from //Orion/Main/Engine/Source/Runtime/PakFile/Public/IPlatformFilePak.h
#tests compiled
#ROBOMERGE-SOURCE: CL 2952388 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2952352 on 2016/04/21 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25 @ CL 2952347
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2952351 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2952164 on 2016/04/21 by Leslie.Nivison
Removing invalid characters, incorrect redirect from .tps
#test none
Change 2952092 on 2016/04/21 by David.Ratti
Change Add to AddUnique for attribute initialization. This is to prevent adding attribute set twice in cases where people are initing attribute sets from DefaultStartingData
#tests pie
Change 2951671 on 2016/04/21 by Rob.Cannaday
Clear Recently Completed User Ids list when we flush a completion delegate.
#tests front end, parties, adding / removing friends
Change 2951511 on 2016/04/21 by Robert.Manuszewski
Added code to dump all running threads' stack traces to the log when DLL injection is detected.
#tests Tested in cooked win64 client
Change 2951384 on 2016/04/21 by Josh.Markiewicz
#UE4 - fixed assert when using a dedicated server only function in PIE
- too much of a pain to make this work properly, removing check
#tests PIE
#ROBOMERGE: MAIN, DUI
Change 2951247 on 2016/04/21 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_24.1 - Merge 24 @ CL 2951213
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2951241 in //Orion/Release-0.24.1/... via CL 2951245
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2950766 on 2016/04/20 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge UI @ CL 2950642
#RB:none
#Tests:none
[CodeReviewed]: matt.kuhlenschmidt, matt.schembari
#ROBOMERGE-SOURCE: CL 2950765 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2950504 on 2016/04/20 by Jamie.Dale
Added P4FileType.Utf8
#tests Built UAT
Change 2950136 on 2016/04/20 by Andrew.Grant
Fixed issue where config var HangDuration wasn't being used
Now read from config every tick to be hotfix friendly
#tests ran game
[CL 2961397 by Andrew Grant in Main branch]
2016-04-29 15:14:04 -04:00
NavQuery . findNearestPoly2D ( & RcPoint . X , & RcExtent . X , QueryFilter , & PolyRef , ClosestPoint ) ;
2014-03-14 14:13:41 -04:00
if ( PolyRef > 0 )
{
2014-07-01 11:28:39 -04:00
// one last step required due to recast's BVTree imprecision
const FVector & UnrealClosestPoint = Recast2UnrVector ( ClosestPoint ) ;
2014-12-15 15:29:48 -05:00
const FVector ClosestPointDelta = UnrealClosestPoint - Point ;
Copying //UE4/Orion-Staging to //UE4/Dev-Main (Source: //Orion/Dev-General @ 2961068)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2958488 on 2016/04/27 by Michael.Noland
Engine: Added support for UNumericProperty (int64, etc...) and doubles as allowable types in data table structures (Note: Blueprints still can't access these types, so use is limited to C++ for now)
#tests Tested with a data table created from a struct that contained int64 properties
Change 2958440 on 2016/04/27 by Leslie.Nivison
Adding .tps and licenses for elftoolchain
#test none
Change 2958434 on 2016/04/27 by david.nikdel
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - fix for merge conflict from 0.25 branch
#tests none
#ROBOMERGE-SOURCE: CL 2958433 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2958431 on 2016/04/27 by Martin.Wilson
Fix crash when changing curve type of new curve
#TESTS recreated original issue to prove changes fix it
Change 2958409 on 2016/04/27 by Brad.Angelcyk
updates LinuxToolChain with a function to escape arguments passed to clang
#tests compiled LinuxNoEditor and LinuxServer
Change 2958287 on 2016/04/27 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2958273
#RB:none
#Tests:none
Change 2958201 on 2016/04/27 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2958156
#RB:none
#Tests:none
Change 2958034 on 2016/04/27 by Dmitry.Rekman
Do not skip rendering commands on server (UE-29891).
- Enqueue... macros changed to make commands execute on the calling thread for UE_SERVER.
- Removed workaround in stats code that was added because advancing frame was not previously happening.
- Added logic to avoid allocating memory (and triggering check()) from NullRHI in FStaticShadowDepthMap.
#coderreview Daniel.Wright, Sam.Zamani
#tests Compiled Linux server and Windows client, ran a couple matches (on compatible cooked build).
Change 2957881 on 2016/04/27 by Andrew.Grant
Fix for UE-29973
#tests compiled
Change 2957769 on 2016/04/27 by Robert.Manuszewski
Stopping thread heartbeat when the engine crashes to prevent it from interfering with generating crash reports.
#jira OR-20501
#tests Win64 client cooked build
Change 2957711 on 2016/04/27 by david.nikdel
#ROBOMERGE-AUTHOR: ben.marsh
EC: Use the original author for any ROBOMERGED changes in failure emails.
[CodeReviewed] David.Nikdel
#ROBOMERGE-SOURCE: CL 2957709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2957042 on 2016/04/26 by david.nikdel
#ROBOMERGE-AUTHOR: nick.atamas
Merging CL 2956472 from .25 to Main.
Fading out HUD on victory/defeat. Added code to SRetainerWidget to respect its own opacity.
#test PIE
#ROBOMERGE-SOURCE: CL 2957041 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2957005 on 2016/04/26 by Daniel.Lamb
Included pete on the rebuild lighting emails.
He will be taking over whilest I'm out next week
#test Compile.
Change 2956915 on 2016/04/26 by Leslie.Nivison
Adding .tps for swaggerui, roboto font.
#test none
Change 2956778 on 2016/04/26 by Lina.Halper
Fixed crash with curve importing UID issue
#Rb: none
#Code review:Martin.Wilson
#tests: editor, import, no crash
Change 2956735 on 2016/04/26 by Mieszko.Zielinski
Removed PRAGMA_DISABLE_OPTIMIZATION that slipped through code review #Orion
#test none
Change 2956669 on 2016/04/26 by Mieszko.Zielinski
Big Bot Objectives pass #Orion
- Objective graph navigation introduced, acompanied with BT task to take advantage of it
- lots of improvements to AICommander and ObjectiveGraph
- bot teams are aware of their human members while dealing objectives
- behavior improvements, including a separate EQS queries for melee and ranged enemy selection
Disabled for now, will get enabled in a separate CL
#test golden path
Change 2956665 on 2016/04/26 by Mieszko.Zielinski
Changed NavMesh projection code to use 2d distance when looking for the best point on navmesh #UE4
#test golen path
Change 2956639 on 2016/04/26 by Mieszko.Zielinski
Implemented a generic, template 2d grid #UE4
#test none
Change 2956628 on 2016/04/26 by Jon.Lietz
first pass on gameplay code needed for Buff Bar
- added OnTimeChangeDelegate to FActiveGameplayEffect to tracking when the duration or start effect time changes for a gameplay effect.
- added GetGameplayEffectStartTimeAndDuration() that will set the passed in start time and duration for the given FActiveGameplayEffectHandle
- added support for FOrionStatusEffectDisplayInfo to be a dynamic array vs a static one.
- added a FGameplayTag and UTexture2D* to track buff effects
#RB DaveRatti
#tests apply and remove tracked gameplay effects.
Change 2956424 on 2016/04/26 by Simon.Tovey
Fix for OR-20387
Bone Socket module could require different sizes of instance data depending on properties that can differ between lods.
Allocation code assumes all lods want the same size.
Altered module to request max of all possible sizes.
#tests Editor, GoldenPath, Fixes crash
Change 2956403 on 2016/04/26 by Mieszko.Zielinski
Generic, graph, template A* implementation #UE4
#test golden path
Change 2956360 on 2016/04/26 by Lina.Halper
Fix crash of animation editing when joint becomes invalid - due to compact joint and so on
- Coil's editing has caused issue where it isn't included to compact bone container
#tests: Michael Rumple tested this change in his local machine where we could crash consistently.
Change 2956068 on 2016/04/26 by Leslie.Nivison
Adding licenses, .tps for Mono
#test none
Change 2956049 on 2016/04/26 by Andrew.Grant
Undid accidental console variables checkin
Change 2955972 on 2016/04/26 by Bart.Bressler
Add "Mixed" replication mode used by OrionPlayerState_Game to save bandwidth while replicating the player state. Saves 1.5-2kb/s Currently turned off with a cvar (Orion.PlayerState.MixedReplicationModeForPlayers)
#tests took network profiles with/without changes, also loaded replays and used logging to make sure the correct data was getting replicated
Change 2955966 on 2016/04/26 by Andrew.Grant
Merging //UE4/Orion-Staging (Source: //UE4/Main @ 2952833)
#tests compiled, cooked, PIE, golden-path
Change 2955598 on 2016/04/25 by Andrew.Grant
Optionally show warnings and errors visually on the HUD in dev builds.
Controlled by DurationOfErrorsAndWarningsOnHUD in Engine.Engine section of DefaultEngine.ini (set to 0 to disable)
#tests game, editor, PS4 played, exited.
Change 2955589 on 2016/04/25 by Andrew.Grant
Clarified array bounds warnings in script
#tests local tests with bounds checking
Change 2955506 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Merging changes from Release branches to Main (//Orion/Main)
#ROBOMERGE-SOURCE: CL 2955505 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2955274 on 2016/04/25 by Eric.Newman
Improved support for in-memory screenshots. Added a RequestScreenshot variant that does not require a filename parameter.
#tests sent myself several player report screenshots
#robomerge: MAIN, 25
Change 2955109 on 2016/04/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2955087
#RB:none
#Tests:none
Change 2954451 on 2016/04/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2954443
#RB:none
#tests:none
Change 2954444 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25 @ CL 2954417
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2954443 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2954439 on 2016/04/25 by Robert.Manuszewski
Removing debug code
#tests none
Change 2954437 on 2016/04/25 by Robert.Manuszewski
Changing thread hang detection and DLL injection asserts to custom ensures so that we have time to verify if they work correctly in live environment.
- DLL injection will now print only worker threads' callstacks
- Tweaked messages printed when game hang is detected
- re-enabled DLL injection test
#tests Tested with cooked Win64 Client
Change 2954379 on 2016/04/25 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_25 - Merge 24.1 fixes @ CL 2954327
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2954377 in //Orion/Release-0.25/... via CL 2954378
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2954157 on 2016/04/25 by Robert.Manuszewski
Possible fix for missing/incomplete callstacks reported by thread hartbeat when a hang is detected.
#tests Cooked Win64 client
Change 2954051 on 2016/04/24 by Chris.Gagnon
Copying CL 2953496 to Paragon from Fortnite
When the console closes it now properly restores the viewports input state (both focus and capture).
#tests ran the game and used the Console
Change 2953620 on 2016/04/22 by Brad.Angelcyk
adds nullrhi to the exclusions list for rendering on linux builds. fixes build error on case sensitive filesystems.
#tests compiled LinuxNoEditor and LinuxServer
Change 2953546 on 2016/04/22 by david.nikdel
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix chunking task not correctly filtering files into the ignore list, and adding quotes around the filenames that BPT doesn't seem parse. New output verified to be the same as UAT's debug manifest.
#tests ran chunking part of build script on an existing build, and verified that the generated ignore list matches up with the UAT debug manifest.
#ROBOMERGE-SOURCE: CL 2953545 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2953468 on 2016/04/22 by Andrew.Grant
Pulling updated PhysX binaries from //UE4/Main to address OR-19860
#tests golden path with Gideon
Change 2953432 on 2016/04/22 by Rob.Cannaday
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
#ROBOMERGE Main
Change 2953367 on 2016/04/22 by Leslie.Nivison
TPSAuditTool can't find files under Engine/Build, so adding Android .tps files under Engine/Source/ThirdParty/Android to be properly picked up.
#test none
Change 2952860 on 2016/04/22 by Ben.Marsh
EC: Simplify patterns for excluded jobs so they only have to match against the custom part of the job name. Prevents jobs with decorators such as "(#2)" not matching current patterns.
Change 2952824 on 2016/04/22 by Ben.Marsh
EC: Allow filtering out jobs from the grid view on the dashboard. We don't want to show promotion jobs there.
Change 2952632 on 2016/04/22 by Dan.Youhon
Fix delayed minion reactions to sudden root motion movements on clients
- Added OnRootMotionSourceBeingApplied virtual function to UCharacterMovementComponent, does nothing by default, in OrionCharMovementComponent we ForceServerTick() like we do on knockbacks/other velocity-changing events
- This specifically fixes Coil's BFG ability push being so quick that minions looked like they were almost teleporting to their end destination on clients - much more responsive now
#tests PIE
Change 2952390 on 2016/04/22 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Back out revision 10 from //Orion/Main/Engine/Source/Runtime/PakFile/Public/IPlatformFilePak.h
#tests compiled
#ROBOMERGE-SOURCE: CL 2952388 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2952352 on 2016/04/21 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25 @ CL 2952347
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2952351 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2952164 on 2016/04/21 by Leslie.Nivison
Removing invalid characters, incorrect redirect from .tps
#test none
Change 2952092 on 2016/04/21 by David.Ratti
Change Add to AddUnique for attribute initialization. This is to prevent adding attribute set twice in cases where people are initing attribute sets from DefaultStartingData
#tests pie
Change 2951671 on 2016/04/21 by Rob.Cannaday
Clear Recently Completed User Ids list when we flush a completion delegate.
#tests front end, parties, adding / removing friends
Change 2951511 on 2016/04/21 by Robert.Manuszewski
Added code to dump all running threads' stack traces to the log when DLL injection is detected.
#tests Tested in cooked win64 client
Change 2951384 on 2016/04/21 by Josh.Markiewicz
#UE4 - fixed assert when using a dedicated server only function in PIE
- too much of a pain to make this work properly, removing check
#tests PIE
#ROBOMERGE: MAIN, DUI
Change 2951247 on 2016/04/21 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_24.1 - Merge 24 @ CL 2951213
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2951241 in //Orion/Release-0.24.1/... via CL 2951245
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2950766 on 2016/04/20 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge UI @ CL 2950642
#RB:none
#Tests:none
[CodeReviewed]: matt.kuhlenschmidt, matt.schembari
#ROBOMERGE-SOURCE: CL 2950765 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2950504 on 2016/04/20 by Jamie.Dale
Added P4FileType.Utf8
#tests Built UAT
Change 2950136 on 2016/04/20 by Andrew.Grant
Fixed issue where config var HangDuration wasn't being used
Now read from config every tick to be hotfix friendly
#tests ran game
[CL 2961397 by Andrew Grant in Main branch]
2016-04-29 15:14:04 -04:00
if ( - ModifiedExtent . X < = ClosestPointDelta . X & & ClosestPointDelta . X < = ModifiedExtent . X
& & - ModifiedExtent . Y < = ClosestPointDelta . Y & & ClosestPointDelta . Y < = ModifiedExtent . Y
& & - ModifiedExtent . Z < = ClosestPointDelta . Z & & ClosestPointDelta . Z < = ModifiedExtent . Z )
2014-07-01 11:28:39 -04:00
{
bSuccess = true ;
Result = FNavLocation ( UnrealClosestPoint , PolyRef ) ;
}
2014-03-14 14:13:41 -04:00
}
}
return ( bSuccess ) ;
}
bool FPImplRecastNavMesh : : ProjectPointMulti ( const FVector & Point , TArray < FNavLocation > & Result , const FVector & Extent ,
2021-10-25 20:05:28 -04:00
FVector : : FReal MinZ , FVector : : FReal MaxZ , const FNavigationQueryFilter & Filter , const UObject * Owner ) const
2014-03-14 14:13:41 -04:00
{
// sanity check
if ( DetourNavMesh = = NULL )
{
return false ;
}
bool bSuccess = false ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
2014-04-23 19:29:53 -04:00
INITIALIZE_NAVQUERY ( NavQuery , Filter . GetMaxSearchNodes ( ) , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
ensure ( QueryFilter ) ;
if ( QueryFilter )
{
2015-04-17 03:22:18 -04:00
const FVector ModifiedExtent = NavMeshOwner - > GetModifiedQueryExtent ( Extent ) ;
2014-03-14 14:13:41 -04:00
const FVector AdjustedPoint ( Point . X , Point . Y , ( MaxZ + MinZ ) * 0.5f ) ;
2015-04-17 03:22:18 -04:00
const FVector AdjustedExtent ( ModifiedExtent . X , ModifiedExtent . Y , ( MaxZ - MinZ ) * 0.5f ) ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
const FVector RcPoint = Unreal2RecastPoint ( AdjustedPoint ) ;
const FVector RcExtent = Unreal2RecastPoint ( AdjustedExtent ) . GetAbs ( ) ;
2014-03-14 14:13:41 -04:00
const int32 MaxHitPolys = 256 ;
dtPolyRef HitPolys [ MaxHitPolys ] ;
int32 NumHitPolys = 0 ;
dtStatus status = NavQuery . queryPolygons ( & RcPoint . X , & RcExtent . X , QueryFilter , HitPolys , & NumHitPolys , MaxHitPolys ) ;
if ( dtStatusSucceed ( status ) )
{
for ( int32 i = 0 ; i < NumHitPolys ; i + + )
{
2021-10-25 20:05:28 -04:00
FVector : : FReal ClosestPoint [ 3 ] ;
2014-03-14 14:13:41 -04:00
2014-08-06 16:12:41 -04:00
status = NavQuery . projectedPointOnPoly ( HitPolys [ i ] , & RcPoint . X , ClosestPoint ) ;
2014-03-14 14:13:41 -04:00
if ( dtStatusSucceed ( status ) )
{
2021-10-25 20:05:28 -04:00
FVector : : FReal ExactZ = 0.0f ;
2015-04-01 08:37:22 -04:00
status = NavQuery . getPolyHeight ( HitPolys [ i ] , ClosestPoint , & ExactZ ) ;
if ( dtStatusSucceed ( status ) )
{
FNavLocation HitLocation ( Recast2UnrealPoint ( ClosestPoint ) , HitPolys [ i ] ) ;
HitLocation . Location . Z = ExactZ ;
ensure ( ( HitLocation . Location - AdjustedPoint ) . SizeSquared2D ( ) < KINDA_SMALL_NUMBER ) ;
Result . Add ( HitLocation ) ;
bSuccess = true ;
}
2014-03-14 14:13:41 -04:00
}
}
}
}
return bSuccess ;
}
2014-04-23 19:29:53 -04:00
NavNodeRef FPImplRecastNavMesh : : FindNearestPoly ( FVector const & Loc , FVector const & Extent , const FNavigationQueryFilter & Filter , const UObject * Owner ) const
2014-03-14 14:13:41 -04:00
{
// sanity check
if ( DetourNavMesh = = NULL )
{
return INVALID_NAVNODEREF ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
2014-04-23 19:29:53 -04:00
INITIALIZE_NAVQUERY ( NavQuery , Filter . GetMaxSearchNodes ( ) , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
// inits to "pass all"
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
ensure ( QueryFilter ) ;
if ( QueryFilter )
{
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FVector : : FReal RecastLoc [ 3 ] ;
2014-03-14 14:13:41 -04:00
Unr2RecastVector ( Loc , RecastLoc ) ;
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FVector : : FReal RecastExtent [ 3 ] ;
2015-04-17 03:22:18 -04:00
Unr2RecastSizeVector ( NavMeshOwner - > GetModifiedQueryExtent ( Extent ) , RecastExtent ) ;
2014-03-14 14:13:41 -04:00
NavNodeRef OutRef ;
dtStatus Status = NavQuery . findNearestPoly ( RecastLoc , RecastExtent , QueryFilter , & OutRef , NULL ) ;
if ( dtStatusSucceed ( Status ) )
{
return OutRef ;
}
}
return INVALID_NAVNODEREF ;
}
2021-10-25 20:05:28 -04:00
bool FPImplRecastNavMesh : : FindPolysAroundCircle ( const FVector & CenterPos , const NavNodeRef CenterNodeRef , const FVector : : FReal Radius , const FNavigationQueryFilter & Filter , const UObject * Owner , TArray < NavNodeRef > * OutPolys , TArray < NavNodeRef > * OutPolysParent , TArray < float > * OutPolysCost , int * OutPolysCount ) const
2020-10-29 13:38:15 -04:00
{
// sanity check
if ( DetourNavMesh = = NULL | | NavMeshOwner = = NULL | | CenterNodeRef = = INVALID_NAVNODEREF )
{
return false ;
}
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// LWC_TODO_AI: Remove this when costs are treated as FReals throughout. Not until after 5.0!
TArray < FVector : : FReal > PolysCost ;
2020-10-29 13:38:15 -04:00
// limit max number of polys found by that function
// if you need more, please scan manually using ARecastNavMesh::GetPolyNeighbors for A*/Dijkstra loop
const int32 MaxSearchLimit = 4096 ;
const int32 MaxSearchNodes = Filter . GetMaxSearchNodes ( ) ;
ensureMsgf ( MaxSearchNodes > 0 & & MaxSearchNodes < = MaxSearchLimit , TEXT ( " MaxSearchNodes:%d is not within range: 0..%d " ) , MaxSearchNodes , MaxSearchLimit ) ;
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
INITIALIZE_NAVQUERY ( NavQuery , Filter . GetMaxSearchNodes ( ) , LinkFilter ) ;
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
if ( ensure ( QueryFilter ) )
{
if ( OutPolys )
{
OutPolys - > Reset ( ) ;
OutPolys - > AddUninitialized ( MaxSearchNodes ) ;
}
if ( OutPolysParent )
{
OutPolysParent - > Reset ( ) ;
OutPolysParent - > AddUninitialized ( MaxSearchNodes ) ;
}
if ( OutPolysCost )
{
OutPolysCost - > Reset ( ) ;
OutPolysCost - > AddUninitialized ( MaxSearchNodes ) ;
}
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FVector : : FReal RecastLoc [ 3 ] ;
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Unr2RecastVector ( CenterPos , RecastLoc ) ;
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const dtStatus Status = NavQuery . findPolysAroundCircle ( CenterNodeRef , RecastLoc , Radius , QueryFilter , OutPolys ? OutPolys - > GetData ( ) : nullptr , OutPolysParent ? OutPolysParent - > GetData ( ) : nullptr , OutPolysCost ? PolysCost . GetData ( ) : nullptr , OutPolysCount , MaxSearchNodes ) ;
if ( OutPolysCost )
{
* OutPolysCost = LWC : : ConvertArrayTypeClampMax < float > ( PolysCost ) ;
}
2020-10-29 13:38:15 -04:00
if ( dtStatusSucceed ( Status ) )
{
return true ;
}
}
return false ;
}
2021-10-25 20:05:28 -04:00
bool FPImplRecastNavMesh : : GetPolysWithinPathingDistance ( FVector const & StartLoc , const float PathingDistance ,
2015-03-09 05:40:56 -04:00
const FNavigationQueryFilter & Filter , const UObject * Owner ,
2020-02-06 14:37:16 -05:00
TArray < NavNodeRef > & FoundPolys , FRecastDebugPathfindingData * OutDebugData ) const
2014-03-14 14:13:41 -04:00
{
ensure ( PathingDistance > 0.0f & & " PathingDistance <= 0 doesn't make sense " ) ;
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
// limit max number of polys found by that function
2020-10-29 13:38:15 -04:00
// if you need more, please scan manually using ARecastNavMesh::GetPolyNeighbors for A*/Dijkstra loop
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
const int32 MaxSearchLimit = 4096 ;
const int32 MaxSearchNodes = Filter . GetMaxSearchNodes ( ) ;
ensureMsgf ( MaxSearchNodes > 0 & & MaxSearchNodes < = MaxSearchLimit , TEXT ( " MaxSearchNodes:%d is not within range: 0..%d " ) , MaxSearchNodes , MaxSearchLimit ) ;
2014-03-14 14:13:41 -04:00
// sanity check
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
if ( DetourNavMesh = = nullptr | | MaxSearchNodes < = 0 | | MaxSearchNodes > MaxSearchLimit )
2014-03-14 14:13:41 -04:00
{
return false ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3804281 by Fred.Kimberley
Improve contrast on watches in blueprints.
Change 3804322 by Fred.Kimberley
First pass at adding a watch window for blueprint debugging.
Change 3804737 by mason.seay
Added some Descriptions to tests that didn't have any, and fixed some typos
Change 3806103 by mason.seay
Moved and Renamed Timers test map and content appropriately
Change 3806164 by Fred.Kimberley
Add missing property types to GetDebugInfoInternal.
#jira UE-53355
Change 3806617 by Dan.Oconnor
Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator
#jira UE-31754, UE-42431, UE-53315, UE-53172
Change 3808541 by Fred.Kimberley
Add support for redirecting user defined enums.
This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html
Change 3808565 by mason.seay
Added a few more struct tests
Change 3809840 by mason.seay
Renamed CharacterMovement.umap to CharacterCollision. Fixed up content to reflect this change.
Change 3809847 by mason.seay
Added Object Timer tests. Fixed up existing timer test to remove delay dependency
Change 3811704 by Ben.Zeigler
Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical
Change 3811946 by Ben.Zeigler
#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations
Change 3812061 by Dan.Oconnor
Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'
#jira UE-52854
Change 3812259 by Dan.Oconnor
Fix asset broken by removal of an unkown enum
#jira UE-51419
Change 3812904 by Ben.Zeigler
Make ResolveRedirects on StreamableManager public as it can be used to validate things
Change 3812958 by Ben.Zeigler
#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts
Change 3812975 by Mieszko.Zielinski
Added contraptions to catch a rare eidtor-time EQS crash #UE4
#jira UE-53468
Change 3818530 by Phillip.Kavan
Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.
Change summary:
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.
#jira UE-52167
Change 3819733 by Mieszko.Zielinski
Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4
#jira UE-15089
Change 3821776 by Marc.Audy
Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class
Change 3823851 by mason.seay
Moved and renamed blueprints used for Object Reference testing
Change 3824165 by Phillip.Kavan
Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.
Change summary:
- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.
#jira UE-53111
Change 3830309 by mason.seay
Created Literal Gameplay Tag Container test
Change 3830562 by Phillip.Kavan
Blueprint nativization bug fixes (reviewed/taken from PR).
Change summary:
- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.
#4202
#jira UE-52188
Change 3830579 by Fred.Kimberley
Add support for turning off multiple watches at once in the watch window.
#jira UE-53852
Change 3836047 by Zak.Middleton
#ue4 - Dev test maps for overlaps perf tests.
Change 3836768 by Phillip.Kavan
Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.
Change summary:
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.
#jira UE-53908
Change 3838085 by mason.seay
Functional tests around basic blueprint functions
Change 3840489 by Ben.Zeigler
#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing
Change 3840648 by mason.seay
Updated Descriptions on tests
Change 3842914 by Ben.Zeigler
Improve comments around stremable handle cancel/release
Change 3850413 by Ben.Zeigler
Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
Copy of CL #3849610
Change 3850426 by Ben.Zeigler
Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
Copy of CL #3850389
Change 3853449 by Phillip.Kavan
Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.
Change summary:
- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
- Fixed a few typos.
#jira UE-53960
Change 3853465 by Phillip.Kavan
Fix plugin module C++ source template to conform to recent public include path changes.
Change 3857599 by Marc.Audy
PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
#jira UE-54281
#jira UE-54399
Change 3863259 by Zak.Middleton
#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.
#jira UE-46293
Change 3863491 by Zak.Middleton
#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.
Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.
#jira UE-21264
Change 3865325 by Zak.Middleton
#ue4 - Fix static analysis warning about possible null PC pointer.
#jira none
Change 3869828 by Ben.Zeigler
#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry
Change 3869969 by mason.seay
Character Movement Functional Tests
Change 3870099 by Mason.Seay
Submitted asset deletes
Change 3870105 by mason.seay
Removed link to anim blueprint to fix errors
Change 3870238 by mason.seay
Test map for Async Loading in a Loop
Change 3870479 by Ben.Zeigler
Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames
Change 3875224 by mason.seay
Functional tests for Event BeginPlay execution order
Change 3875409 by mason.seay
Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)
Change 3878947 by Mieszko.Zielinski
CIS fixes #UE4
Change 3879000 by Mieszko.Zielinski
More CIS fixes #UE4
Change 3879139 by Mieszko.Zielinski
Even moar CIS fixes #UE4
Change 3879742 by mason.seay
Added animation to Nativization Widget asset
Change 3880198 by Zak.Middleton
#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.
#jira UE-54875
github #4479
Change 3880266 by Zak.Middleton
#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).
#jira UE-54875
Change 3881546 by Mieszko.Zielinski
*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4
Change 3881547 by Mieszko.Zielinski
Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4
Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).
Change 3881742 by mason.seay
Additional crouch test to cover UE-54875
Change 3881794 by Mieszko.Zielinski
Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4
Change 3884503 by Mieszko.Zielinski
Fixed TopDown code template to make it compile after navsys refactor #UE4
#jira UE-55039
Change 3884507 by Mieszko.Zielinski
Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4
It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.
#jira UE-55033
Change 3884594 by Mieszko.Zielinski
Added a const FNavigationSystem::GetCurrent version #UE4
lack of it was causing KiteDemo to not compile.
Change 3884602 by Mieszko.Zielinski
Mac editor compilation fix #UE4
Change 3884615 by Mieszko.Zielinski
Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4
Change 3885254 by Mieszko.Zielinski
Guessfix for UE-55030 #UE4
The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro
#jira 55030
Change 3885286 by Mieszko.Zielinski
Changed how NavigationSystem module includes DerivedDataCache module #UE4
#jira UE-55035
Change 3885492 by mason.seay
Minor tweaks to animation
Change 3885773 by mason.seay
Resaving assets to clear out warning
Change 3886433 by Mieszko.Zielinski
Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4
#jira UE-55108
Change 3886783 by Mieszko.Zielinski
Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4
Change 3887019 by Mieszko.Zielinski
Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4
Change 3891031 by Mieszko.Zielinski
Fixed missing includes in NavigationSystem.cpp #UE4
Change 3891037 by Mieszko.Zielinski
ContentEample's navigation fix #UE4
#jira UE-55109
Change 3891044 by Mieszko.Zielinski
PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)
#UE4
Change 3891598 by mason.seay
Resaving assets to clear out "empty engine version" spam
Change 3891612 by mason.seay
Fixed deprecated Set Text warnings
Change 3893334 by Mieszko.Zielinski
Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4
#jira UE-55041
Change 3893394 by Mieszko.Zielinski
Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4
Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).
Change 3893395 by Mieszko.Zielinski
Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4
The message is printed as an error-level log line and it says what should the offending section be renamed to.
Change 3895563 by Dan.Oconnor
Mirror 3895535
Append history from previous branches in source control history view
#jira none
Change 3896930 by Mieszko.Zielinski
Added an option to tick navigation system while the game is paused #UE4
Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.
#jira UE-39275
Change 3897554 by Mieszko.Zielinski
Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4
Change 3897556 by Mieszko.Zielinski
Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4
#jira UE-45261
Change 3898064 by Mieszko.Zielinski
Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4
#jira UE-50436
Change 3899004 by Mieszko.Zielinski
Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4
Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.
Change 3901733 by Mieszko.Zielinski
Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4
Change 3901925 by Ben.Zeigler
#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks
Change 3902166 by Marc.Audy
Make ULevel::GetWorld final
Change 3902749 by Ben.Zeigler
Fix it so pressing refresh button in asset audit window actually refreshes the asset management database
Change 3902763 by Ben.Zeigler
#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only
Change 3905578 by Phillip.Kavan
The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.
#4392
#jira UE-53779
Change 3905848 by Phillip.Kavan
First pass of the experimental Blueprint graph bookmarks feature.
#jira UE-10052
Change 3906025 by Phillip.Kavan
CIS fix.
Change 3906195 by Phillip.Kavan
Add missing icon file.
Change 3906356 by Phillip.Kavan
Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.
Change 3910628 by Ben.Zeigler
Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child
Change 3912470 by Ben.Zeigler
#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged
Change 3913045 by Marc.Audy
Fix issues where recursion in to child actors wasn't being handled correctly
Change 3913398 by Fred.Kimberley
Fixes a misspelled name for one of the classes in the ability system.
PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
#github
#jira UE-54327
Change 3918016 by Fred.Kimberley
Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.
#jira UE-52668
PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
#github
Change 3924653 by Mieszko.Zielinski
Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4
#jira UE-55378
Change 3925614 by Phillip.Kavan
Fix ForEachEnum node to skip over hidden enum values in new placements by default.
Change summary:
- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).
#jira UE-34563
Change 3925649 by Marc.Audy
Fix up issue post merge from Main with navigation system refactor
Change 3926293 by Phillip.Kavan
Temp fix to unblock CIS.
#jira UE-34563
Change 3926523 by Marc.Audy
Ensure that a renamed Actor is in the correct Actors array
#jira UE-46718
Change 3928732 by Fred.Kimberley
Unshelved from pending changelist '3793298':
#jira UE-53136
PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
#github
Change 3928780 by Marc.Audy
PR #4309: The display names of the functions. (Contributed by SertacOgan)
#jira UE-53334
Change 3929730 by Joseph.Wysosky
Submitting test assets for the new Blueprint Structure test cases
Change 3931919 by Joseph.Wysosky
Deleting BasicStructure asset to rest MemberVariables back to default settings
Change 3931922 by Joseph.Wysosky
Adding BasicStructure test asset back with default members
Change 3932083 by Phillip.Kavan
Fix Compositing plugin source files to conform to updated relative include path specifications.
- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.
Change 3932196 by Dan.Oconnor
Resetting a property to default now uses the same codepath as assigning the value from the slate control
#jira UE-55909
Change 3932408 by Lukasz.Furman
fixed behavior tree services attached to task nodes being sometimes recognized as root level
#jira nope
Change 3932808 by Marc.Audy
PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
#jira UE-50871
Change 3934101 by Phillip.Kavan
Revise ForEachEnum node expansion logic to exclude hidden values at compile time.
Change summary:
- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.
#jira UE-34563
Change 3934106 by Phillip.Kavan
Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.
Change summary:
- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.
Change 3934116 by Phillip.Kavan
UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.
Change summary:
- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.
Change 3934382 by Phillip.Kavan
Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.
Change 3936387 by Mieszko.Zielinski
Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4
Change 3936905 by Ben.Marsh
Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.
Change 3940537 by Marc.Audy
Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
#jira UE-55938
Change 3940901 by Marc.Audy
Properly name CVar global to reflect what it is for
Change 3943043 by Marc.Audy
Fix world context functions not being able to be used in CheatManager derived blueprints
#jira UE-55787
Change 3943075 by Mieszko.Zielinski
Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4
Change 3943089 by Mieszko.Zielinski
Fixed how WorldSettings.NavigationSystemConfig gets created #UE4
Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.
Change 3943225 by Marc.Audy
Fix spelling of Implements
Change 3950813 by Marc.Audy
Include owner in attachment mismatch ensure
#jira UE-56148
Change 3950996 by Marc.Audy
Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays
#jira UE-55482
Change 3952086 by Marc.Audy
PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
#jira UE-54974
Change 3952720 by Marc.Audy
PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
#jira UE-56248
Change 3952804 by Richard.Hinckley
Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.
Change 3952962 by Marc.Audy
UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
#jira UE-49610
Change 3952977 by Phillip.Kavan
Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.
Change summary:
- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
- Fixed a few typos in existing API names.
#jira UE-48233
Change 3953658 by Marc.Audy
(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
#jira UE-56270
Change 3954727 by Marc.Audy
Add friendly name to custom version mismatch message
Change 3954906 by Marc.Audy
(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
#jira UE-56313
Change 3954997 by Marc.Audy
Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type
Change 3955091 by Marc.Audy
Do not register subcomponents that are not auto register
#jira UE-52878
Change 3955943 by Marc.Audy
Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed
Change 3956185 by Zak.Middleton
#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.
This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().
#jira none
Change 3958102 by Marc.Audy
Clean out dead code path from k2node_select
Select node now resets pins to wildcard if none of the pins are in use
Change 3958113 by Lukasz.Furman
added OnSearchStart call to root level behavior tree services
#jira UE-56257
Change 3958361 by Marc.Audy
Fix literal input pins on select being set to wildcard during compilation
Change 3961148 by Dan.Oconnor
Mirror 3961139 from Release 4.19
Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
#jira UE-55742
Change 3961640 by Marc.Audy
Select node now displays Add Pin button
Undo of changing select node index type now works correctly.
Connections to option pins now maintained across change of index pin type
#jira UE-20742
Change 3962262 by Marc.Audy
Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"
Change 3962795 by Phillip.Kavan
Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.
- Mirrored from //UE4/Release-4.19 (3962782)
#jira UE-56316
Change 3962991 by Marc.Audy
Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
#jira UE-54807
Change 3963114 by Marc.Audy
Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.
Change 3963427 by Marc.Audy
Fix initialization order
Initialize bUseBackwardsCompatForEmptyAutogeneratedValue
Change 3963781 by Marc.Audy
Fix without editor compiles
Change 3964576 by Marc.Audy
PR #4599: : Working category for timelines (Contributed by projectgheist)
#jira UE-56460
#jira UE-26053
Change 3964782 by Dan.Oconnor
Mirror 3964772 from Release 4.19
Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing
#jira UE-56447
Change 3965156 by Mieszko.Zielinski
PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)
#jira UE-56435
Change 3965173 by Marc.Audy
(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
#jira UE-56431
Change 3966117 by Marc.Audy
Fix select nodes inside macros using wildcard array inputs having issues resolving type.
#jira UE-56484
Change 3878901 by Mieszko.Zielinski
NavigationSystem's code refactored out of the engine and into a new separate module #UE4
The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.
Change 3879409 by Mieszko.Zielinski
Further fallout fixes after ripping out NavigationSystem out of the engine #UE4
- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)
Change 3897655 by Ben.Zeigler
#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references
Change 3962780 by Marc.Audy
When preventing a split pin from being orphaned, all sub pins must also be prevented.
#jira UE-56328
Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)
[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
FRecastSpeciaLinkFilter LinkFilter ( FNavigationSystem : : GetCurrent < UNavigationSystemV1 > ( NavMeshOwner - > GetWorld ( ) ) , Owner ) ;
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
INITIALIZE_NAVQUERY ( NavQuery , MaxSearchNodes , LinkFilter ) ;
2014-03-14 14:13:41 -04:00
const dtQueryFilter * QueryFilter = ( ( const FRecastQueryFilter * ) ( Filter . GetImplementation ( ) ) ) - > GetAsDetourQueryFilter ( ) ;
ensure ( QueryFilter ) ;
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
if ( QueryFilter = = nullptr )
2014-03-14 14:13:41 -04:00
{
return false ;
}
// @todo this should be configurable in some kind of FindPathQuery structure
2021-10-25 20:05:28 -04:00
const FVector NavExtent = NavMeshOwner - > GetModifiedQueryExtent ( NavMeshOwner - > GetDefaultQueryExtent ( ) ) ;
const FVector : : FReal Extent [ 3 ] = { NavExtent . X , NavExtent . Z , NavExtent . Y } ;
2014-03-14 14:13:41 -04:00
2021-10-25 20:05:28 -04:00
FVector : : FReal RecastStartPos [ 3 ] ;
2014-03-14 14:13:41 -04:00
Unr2RecastVector ( StartLoc , RecastStartPos ) ;
// @TODO add failure handling
NavNodeRef StartPolyID = INVALID_NAVNODEREF ;
NavQuery . findNearestPoly ( RecastStartPos , Extent , QueryFilter , & StartPolyID , NULL ) ;
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
FoundPolys . Reset ( MaxSearchNodes ) ;
FoundPolys . AddUninitialized ( MaxSearchNodes ) ;
int32 NumPolys = 0 ;
2014-03-14 14:13:41 -04:00
Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
NavQuery . findPolysInPathDistance ( StartPolyID , RecastStartPos , PathingDistance , QueryFilter , FoundPolys . GetData ( ) , & NumPolys , MaxSearchNodes ) ;
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FoundPolys . RemoveAt ( NumPolys , FoundPolys . Num ( ) - NumPolys ) ;
2020-02-06 14:37:16 -05:00
if ( OutDebugData )
2015-03-09 05:40:56 -04:00
{
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StorePathfindingDebugData ( NavQuery , DetourNavMesh , * OutDebugData ) ;
2015-03-09 05:40:56 -04:00
}
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return FoundPolys . Num ( ) > 0 ;
}
void FPImplRecastNavMesh : : UpdateNavigationLinkArea ( int32 UserId , uint8 AreaType , uint16 PolyFlags ) const
{
if ( DetourNavMesh )
{
DetourNavMesh - > updateOffMeshConnectionByUserId ( UserId , AreaType , PolyFlags ) ;
}
}
2020-06-23 18:40:00 -04:00
# if WITH_NAVMESH_SEGMENT_LINKS
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void FPImplRecastNavMesh : : UpdateSegmentLinkArea ( int32 UserId , uint8 AreaType , uint16 PolyFlags ) const
{
if ( DetourNavMesh )
{
DetourNavMesh - > updateOffMeshSegmentConnectionByUserId ( UserId , AreaType , PolyFlags ) ;
}
}
2020-06-23 18:40:00 -04:00
# endif // WITH_NAVMESH_SEGMENT_LINKS
2014-03-14 14:13:41 -04:00
bool FPImplRecastNavMesh : : GetPolyCenter ( NavNodeRef PolyID , FVector & OutCenter ) const
{
if ( DetourNavMesh )
{
// get poly data from recast
dtPoly const * Poly ;
dtMeshTile const * Tile ;
dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( ( dtPolyRef ) PolyID , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
// average verts
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FVector : : FReal Center [ 3 ] = { 0 , 0 , 0 } ;
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for ( uint32 VertIdx = 0 ; VertIdx < Poly - > vertCount ; + + VertIdx )
{
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const FVector : : FReal * V = & Tile - > verts [ Poly - > verts [ VertIdx ] * 3 ] ;
2014-03-14 14:13:41 -04:00
Center [ 0 ] + = V [ 0 ] ;
Center [ 1 ] + = V [ 1 ] ;
Center [ 2 ] + = V [ 2 ] ;
}
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const FVector : : FReal InvCount = 1.0f / Poly - > vertCount ;
2014-03-14 14:13:41 -04:00
Center [ 0 ] * = InvCount ;
Center [ 1 ] * = InvCount ;
Center [ 2 ] * = InvCount ;
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// convert output to UE coords
2014-03-14 14:13:41 -04:00
OutCenter = Recast2UnrVector ( Center ) ;
return true ;
}
}
return false ;
}
bool FPImplRecastNavMesh : : GetPolyVerts ( NavNodeRef PolyID , TArray < FVector > & OutVerts ) const
{
if ( DetourNavMesh )
{
// get poly data from recast
dtPoly const * Poly ;
dtMeshTile const * Tile ;
dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( ( dtPolyRef ) PolyID , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
// flush and pre-size output array
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
OutVerts . Reset ( Poly - > vertCount ) ;
2014-03-14 14:13:41 -04:00
2021-10-13 12:36:30 -04:00
// convert to UE coords and copy verts into output array
2014-03-14 14:13:41 -04:00
for ( uint32 VertIdx = 0 ; VertIdx < Poly - > vertCount ; + + VertIdx )
{
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const FVector : : FReal * V = & Tile - > verts [ Poly - > verts [ VertIdx ] * 3 ] ;
2014-03-14 14:13:41 -04:00
OutVerts . Add ( Recast2UnrVector ( V ) ) ;
}
return true ;
}
}
return false ;
}
uint32 FPImplRecastNavMesh : : GetPolyAreaID ( NavNodeRef PolyID ) const
{
uint32 AreaID = RECAST_NULL_AREA ;
if ( DetourNavMesh )
{
// get poly data from recast
dtPoly const * Poly ;
dtMeshTile const * Tile ;
dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( ( dtPolyRef ) PolyID , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
AreaID = Poly - > getArea ( ) ;
}
}
return AreaID ;
}
2015-08-31 22:22:58 -04:00
void FPImplRecastNavMesh : : SetPolyAreaID ( NavNodeRef PolyID , uint8 AreaID )
{
if ( DetourNavMesh )
{
DetourNavMesh - > setPolyArea ( ( dtPolyRef ) PolyID , AreaID ) ;
}
}
2014-05-22 14:14:52 -04:00
bool FPImplRecastNavMesh : : GetPolyData ( NavNodeRef PolyID , uint16 & Flags , uint8 & AreaType ) const
{
if ( DetourNavMesh )
{
// get poly data from recast
dtPoly const * Poly ;
dtMeshTile const * Tile ;
dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( ( dtPolyRef ) PolyID , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
Flags = Poly - > flags ;
AreaType = Poly - > getArea ( ) ;
return true ;
}
}
return false ;
}
2015-08-20 05:31:39 -04:00
bool FPImplRecastNavMesh : : GetPolyNeighbors ( NavNodeRef PolyID , TArray < FNavigationPortalEdge > & Neighbors ) const
{
if ( DetourNavMesh )
{
dtPolyRef PolyRef = ( dtPolyRef ) PolyID ;
dtPoly const * Poly = 0 ;
dtMeshTile const * Tile = 0 ;
dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( PolyRef , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
INITIALIZE_NAVQUERY_SIMPLE ( NavQuery , RECAST_MAX_SEARCH_NODES ) ;
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FVector : : FReal RcLeft [ 3 ] , RcRight [ 3 ] ;
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uint8 DummyType1 , DummyType2 ;
uint32 LinkIdx = Poly - > firstLink ;
while ( LinkIdx ! = DT_NULL_LINK )
{
const dtLink & Link = DetourNavMesh - > getLink ( Tile , LinkIdx ) ;
LinkIdx = Link . next ;
Status = NavQuery . getPortalPoints ( PolyRef , Link . ref , RcLeft , RcRight , DummyType1 , DummyType2 ) ;
if ( dtStatusSucceed ( Status ) )
{
FNavigationPortalEdge NeiData ;
NeiData . ToRef = Link . ref ;
NeiData . Left = Recast2UnrealPoint ( RcLeft ) ;
NeiData . Right = Recast2UnrealPoint ( RcRight ) ;
Neighbors . Add ( NeiData ) ;
}
}
return true ;
}
}
return false ;
}
2015-09-01 14:01:10 -04:00
bool FPImplRecastNavMesh : : GetPolyNeighbors ( NavNodeRef PolyID , TArray < NavNodeRef > & Neighbors ) const
{
if ( DetourNavMesh )
{
const dtPolyRef PolyRef = static_cast < dtPolyRef > ( PolyID ) ;
dtPoly const * Poly = 0 ;
dtMeshTile const * Tile = 0 ;
const dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( PolyRef , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
uint32 LinkIdx = Poly - > firstLink ;
Neighbors . Reserve ( DT_VERTS_PER_POLYGON ) ;
while ( LinkIdx ! = DT_NULL_LINK )
{
const dtLink & Link = DetourNavMesh - > getLink ( Tile , LinkIdx ) ;
LinkIdx = Link . next ;
Neighbors . Add ( Link . ref ) ;
}
return true ;
}
}
return false ;
}
2015-10-06 15:59:09 -04:00
bool FPImplRecastNavMesh : : GetPolyEdges ( NavNodeRef PolyID , TArray < FNavigationPortalEdge > & Edges ) const
{
if ( DetourNavMesh )
{
dtPolyRef PolyRef = ( dtPolyRef ) PolyID ;
dtPoly const * Poly = 0 ;
dtMeshTile const * Tile = 0 ;
dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( PolyRef , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2904398 on 2016/03/10 by Bob.Tellez
#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.
#rb Josh.Markiewicz
#codreview Josh.Markiewicz
#JIRA FORT-20703
Change 2904339 on 2016/03/10 by Daniel.Broder
Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).
One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).
Change made after discussion with Bob.
#CodeReview Bob.Tellez
#UE4
Change 2903020 on 2016/03/10 by John.Abercrombie
Added blueprint function to set named params for use when running an EQS query from BP
- Phil is going to test this out for me.
#rb me (Mieszko wrote this)
#codereview Phil.Cole, Mieszko.Zielinski
Change 2902440 on 2016/03/09 by Ben.Zeigler
#Jira FORT-20149
Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
#codereview john.pollard
#RB bob.tellez
Change 2900138 on 2016/03/08 by Bob.Tellez
#UE4 Updated the following Parameter value functions to respect the bOverride flag
GetStaticSwitchParameterValue
GetStaticComponentMaskParameterValue
GetTerrainLayerWeightParameterValue
#rb Nick.Penwarden
Change 2899839 on 2016/03/08 by Lukasz.Furman
fixed navmesh projection on actors with overlap response to world channels
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2899743 on 2016/03/08 by Lukasz.Furman
fixed handling multiple blocking hits in navwalking's geometry conforming
blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
#fortnite FORT-21546
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2898194 on 2016/03/07 by Chris.Gagnon
Added the ability to filter DataTable Assets by their row using the metadata.
meta = (RowType=MyRowName)
#RB Saad.Nader
#codereview Saad.Nader, Jamie.Dale
Change 2895102 on 2016/03/04 by Ben.Zeigler
#JIRA FORT-20290
Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
#codereview josh.markiewicz
Change 2891302 on 2016/03/02 by Bob.Tellez
#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.
#rb Ben.Zeigler
#codereview Lukasz.Furman
Change 2887908 on 2016/03/01 by Chris.Gagnon
Added Event Track to UMG Sequencer.
Added PlayTo functionality for targeting the end point of a played animation.
#RB Frank.Fella
#codereview Frank.Fella, Nick.Darnell
Change 2887686 on 2016/03/01 by Joel.Crabbe
Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.
#codereview Ben.Zeigler
Change 2886847 on 2016/02/29 by Bob.Tellez
#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.
#codereview Richard.TalbotWatkin
Change 2886414 on 2016/02/29 by Lukasz.Furman
fixed start point of composite path's update
#fortnite FORT-21380
#rb Mieszko.Zielinski
Change 2886250 on 2016/02/29 by Bob.Tellez
#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.
#codereview Robert.Manuszewski
Change 2885942 on 2016/02/29 by Bob.Tellez
#UE4 Disabling per-instance mesh painting on instanced static mesh components.
#rb Jack.Porter
[CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
const bool bIsNavLink = ( Poly - > getType ( ) ! = DT_POLYTYPE_GROUND ) ;
2015-10-06 15:59:09 -04:00
Copying up to CL#2909284 //UE4/Fortnite-Staging to //UE4/Main
This is CL#2904759 from //Fortnite/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2904398 on 2016/03/10 by Bob.Tellez
#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.
#rb Josh.Markiewicz
#codreview Josh.Markiewicz
#JIRA FORT-20703
Change 2904339 on 2016/03/10 by Daniel.Broder
Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).
One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).
Change made after discussion with Bob.
#CodeReview Bob.Tellez
#UE4
Change 2903020 on 2016/03/10 by John.Abercrombie
Added blueprint function to set named params for use when running an EQS query from BP
- Phil is going to test this out for me.
#rb me (Mieszko wrote this)
#codereview Phil.Cole, Mieszko.Zielinski
Change 2902440 on 2016/03/09 by Ben.Zeigler
#Jira FORT-20149
Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
#codereview john.pollard
#RB bob.tellez
Change 2900138 on 2016/03/08 by Bob.Tellez
#UE4 Updated the following Parameter value functions to respect the bOverride flag
GetStaticSwitchParameterValue
GetStaticComponentMaskParameterValue
GetTerrainLayerWeightParameterValue
#rb Nick.Penwarden
Change 2899839 on 2016/03/08 by Lukasz.Furman
fixed navmesh projection on actors with overlap response to world channels
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2899743 on 2016/03/08 by Lukasz.Furman
fixed handling multiple blocking hits in navwalking's geometry conforming
blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
#fortnite FORT-21546
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2898194 on 2016/03/07 by Chris.Gagnon
Added the ability to filter DataTable Assets by their row using the metadata.
meta = (RowType=MyRowName)
#RB Saad.Nader
#codereview Saad.Nader, Jamie.Dale
Change 2895102 on 2016/03/04 by Ben.Zeigler
#JIRA FORT-20290
Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
#codereview josh.markiewicz
Change 2891302 on 2016/03/02 by Bob.Tellez
#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.
#rb Ben.Zeigler
#codereview Lukasz.Furman
Change 2887908 on 2016/03/01 by Chris.Gagnon
Added Event Track to UMG Sequencer.
Added PlayTo functionality for targeting the end point of a played animation.
#RB Frank.Fella
#codereview Frank.Fella, Nick.Darnell
Change 2887686 on 2016/03/01 by Joel.Crabbe
Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.
#codereview Ben.Zeigler
Change 2886847 on 2016/02/29 by Bob.Tellez
#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.
#codereview Richard.TalbotWatkin
Change 2886414 on 2016/02/29 by Lukasz.Furman
fixed start point of composite path's update
#fortnite FORT-21380
#rb Mieszko.Zielinski
Change 2886250 on 2016/02/29 by Bob.Tellez
#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.
#codereview Robert.Manuszewski
Change 2885942 on 2016/02/29 by Bob.Tellez
#UE4 Disabling per-instance mesh painting on instanced static mesh components.
#rb Jack.Porter
[CL 2909292 by Bob Tellez in Main branch]
2016-03-14 21:21:09 -04:00
for ( uint32 LinkIt = Poly - > firstLink ; LinkIt ! = DT_NULL_LINK ; )
{
const dtLink & LinkInfo = DetourNavMesh - > getLink ( Tile , LinkIt ) ;
if ( LinkInfo . edge > = 0 & & LinkInfo . edge < Poly - > vertCount )
{
FNavigationPortalEdge NeiData ;
NeiData . Left = Recast2UnrealPoint ( & Tile - > verts [ 3 * Poly - > verts [ LinkInfo . edge ] ] ) ;
NeiData . Right = bIsNavLink ? NeiData . Left : Recast2UnrealPoint ( & Tile - > verts [ 3 * Poly - > verts [ ( LinkInfo . edge + 1 ) % Poly - > vertCount ] ] ) ;
NeiData . ToRef = LinkInfo . ref ;
Edges . Add ( NeiData ) ;
}
LinkIt = LinkInfo . next ;
2015-10-06 15:59:09 -04:00
}
return true ;
}
}
return false ;
}
2014-05-22 14:14:52 -04:00
bool FPImplRecastNavMesh : : GetPolyTileIndex ( NavNodeRef PolyID , uint32 & PolyIndex , uint32 & TileIndex ) const
{
if ( DetourNavMesh & & PolyID )
{
uint32 SaltIdx = 0 ;
DetourNavMesh - > decodePolyId ( PolyID , SaltIdx , TileIndex , PolyIndex ) ;
return true ;
}
return false ;
}
2014-08-07 17:34:29 -04:00
bool FPImplRecastNavMesh : : GetClosestPointOnPoly ( NavNodeRef PolyID , const FVector & TestPt , FVector & PointOnPoly ) const
{
if ( DetourNavMesh & & PolyID )
{
INITIALIZE_NAVQUERY_SIMPLE ( NavQuery , RECAST_MAX_SEARCH_NODES ) ;
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FVector : : FReal RcTestPos [ 3 ] = { 0.0f } ;
FVector : : FReal RcClosestPos [ 3 ] = { 0.0f } ;
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Unr2RecastVector ( TestPt , RcTestPos ) ;
const dtStatus Status = NavQuery . closestPointOnPoly ( PolyID , RcTestPos , RcClosestPos ) ;
if ( dtStatusSucceed ( Status ) )
{
PointOnPoly = Recast2UnrealPoint ( RcClosestPos ) ;
return true ;
}
}
return false ;
}
2014-05-22 14:14:52 -04:00
uint32 FPImplRecastNavMesh : : GetLinkUserId ( NavNodeRef LinkPolyID ) const
{
uint32 UserID = 0 ;
if ( DetourNavMesh )
{
const dtOffMeshConnection * offmeshCon = DetourNavMesh - > getOffMeshConnectionByRef ( LinkPolyID ) ;
if ( offmeshCon )
{
UserID = offmeshCon - > userId ;
}
}
return UserID ;
}
bool FPImplRecastNavMesh : : GetLinkEndPoints ( NavNodeRef LinkPolyID , FVector & PointA , FVector & PointB ) const
{
if ( DetourNavMesh )
{
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FVector : : FReal RcPointA [ 3 ] = { 0 } ;
FVector : : FReal RcPointB [ 3 ] = { 0 } ;
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dtStatus status = DetourNavMesh - > getOffMeshConnectionPolyEndPoints ( 0 , LinkPolyID , 0 , RcPointA , RcPointB ) ;
if ( dtStatusSucceed ( status ) )
{
PointA = Recast2UnrealPoint ( RcPointA ) ;
PointB = Recast2UnrealPoint ( RcPointB ) ;
return true ;
}
}
return false ;
}
2015-01-15 11:57:16 -05:00
bool FPImplRecastNavMesh : : IsCustomLink ( NavNodeRef PolyRef ) const
{
if ( DetourNavMesh )
{
const dtOffMeshConnection * offMeshCon = DetourNavMesh - > getOffMeshConnectionByRef ( PolyRef ) ;
return offMeshCon & & offMeshCon - > userId ;
}
return false ;
}
2020-06-23 18:40:00 -04:00
# if WITH_NAVMESH_CLUSTER_LINKS
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bool FPImplRecastNavMesh : : GetClusterBounds ( NavNodeRef ClusterRef , FBox & OutBounds ) const
{
if ( DetourNavMesh = = NULL | | ! ClusterRef )
{
return false ;
}
const dtMeshTile * Tile = DetourNavMesh - > getTileByRef ( ClusterRef ) ;
uint32 ClusterIdx = DetourNavMesh - > decodeClusterIdCluster ( ClusterRef ) ;
int32 NumPolys = 0 ;
if ( Tile & & ClusterIdx < ( uint32 ) Tile - > header - > clusterCount )
{
for ( int32 i = 0 ; i < Tile - > header - > offMeshBase ; i + + )
{
if ( Tile - > polyClusters [ i ] = = ClusterIdx )
{
const dtPoly * Poly = & Tile - > polys [ i ] ;
for ( int32 iVert = 0 ; iVert < Poly - > vertCount ; iVert + + )
{
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const FVector : : FReal * V = & Tile - > verts [ Poly - > verts [ iVert ] * 3 ] ;
2014-03-14 14:13:41 -04:00
OutBounds + = Recast2UnrealPoint ( V ) ;
}
NumPolys + + ;
}
}
}
return NumPolys > 0 ;
}
2020-06-23 18:40:00 -04:00
# endif // WITH_NAVMESH_CLUSTER_LINKS
2014-03-14 14:13:41 -04:00
2014-05-22 14:14:52 -04:00
FORCEINLINE void FPImplRecastNavMesh : : GetEdgesForPathCorridorImpl ( const TArray < NavNodeRef > * PathCorridor , TArray < FNavigationPortalEdge > * PathCorridorEdges , const dtNavMeshQuery & NavQuery ) const
2014-03-14 14:13:41 -04:00
{
const int32 CorridorLenght = PathCorridor - > Num ( ) ;
PathCorridorEdges - > Empty ( CorridorLenght - 1 ) ;
for ( int32 i = 0 ; i < CorridorLenght - 1 ; + + i )
{
unsigned char FromType = 0 , ToType = 0 ;
2021-10-25 20:05:28 -04:00
FVector : : FReal Left [ 3 ] = { 0.f } , Right [ 3 ] = { 0.f } ;
2014-03-14 14:13:41 -04:00
NavQuery . getPortalPoints ( ( * PathCorridor ) [ i ] , ( * PathCorridor ) [ i + 1 ] , Left , Right , FromType , ToType ) ;
PathCorridorEdges - > Add ( FNavigationPortalEdge ( Recast2UnrVector ( Left ) , Recast2UnrVector ( Right ) , ( * PathCorridor ) [ i + 1 ] ) ) ;
}
}
2014-05-22 14:14:52 -04:00
void FPImplRecastNavMesh : : GetEdgesForPathCorridor ( const TArray < NavNodeRef > * PathCorridor , TArray < FNavigationPortalEdge > * PathCorridorEdges ) const
2014-03-14 14:13:41 -04:00
{
// sanity check
if ( DetourNavMesh = = NULL )
{
return ;
}
2014-04-23 19:29:53 -04:00
INITIALIZE_NAVQUERY_SIMPLE ( NavQuery , RECAST_MAX_SEARCH_NODES ) ;
2014-03-14 14:13:41 -04:00
GetEdgesForPathCorridorImpl ( PathCorridor , PathCorridorEdges , NavQuery ) ;
}
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bool FPImplRecastNavMesh : : FilterPolys ( TArray < NavNodeRef > & PolyRefs , const FRecastQueryFilter * Filter , const UObject * Owner ) const
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{
if ( Filter = = NULL | | DetourNavMesh = = NULL )
{
return false ;
}
for ( int32 PolyIndex = PolyRefs . Num ( ) - 1 ; PolyIndex > = 0 ; - - PolyIndex )
{
dtPolyRef TestRef = PolyRefs [ PolyIndex ] ;
// get poly data from recast
dtPoly const * Poly = NULL ;
dtMeshTile const * Tile = NULL ;
const dtStatus Status = DetourNavMesh - > getTileAndPolyByRef ( TestRef , & Tile , & Poly ) ;
if ( dtStatusSucceed ( Status ) )
{
const bool bPassedFilter = Filter - > passFilter ( TestRef , Tile , Poly ) ;
const bool bWalkableArea = Filter - > getAreaCost ( Poly - > getArea ( ) ) > 0.0f ;
if ( bPassedFilter & & bWalkableArea )
{
continue ;
}
}
PolyRefs . RemoveAt ( PolyIndex , 1 ) ;
}
return true ;
}
bool FPImplRecastNavMesh : : GetPolysInTile ( int32 TileIndex , TArray < FNavPoly > & Polys ) const
{
if ( DetourNavMesh = = NULL | | TileIndex < 0 | | TileIndex > = DetourNavMesh - > getMaxTiles ( ) )
{
return false ;
}
const dtMeshTile * Tile = ( ( const dtNavMesh * ) DetourNavMesh ) - > getTile ( TileIndex ) ;
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const int32 MaxPolys = Tile & & Tile - > header ? Tile - > header - > offMeshBase : 0 ;
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if ( MaxPolys > 0 )
{
// only ground type polys
int32 BaseIdx = Polys . Num ( ) ;
Polys . AddZeroed ( MaxPolys ) ;
dtPoly * Poly = Tile - > polys ;
for ( int32 i = 0 ; i < MaxPolys ; i + + , Poly + + )
{
FVector PolyCenter ( 0 ) ;
for ( int k = 0 ; k < Poly - > vertCount ; + + k )
{
PolyCenter + = Recast2UnrealPoint ( & Tile - > verts [ Poly - > verts [ k ] * 3 ] ) ;
}
PolyCenter / = Poly - > vertCount ;
FNavPoly & OutPoly = Polys [ BaseIdx + i ] ;
OutPoly . Ref = DetourNavMesh - > encodePolyId ( Tile - > salt , TileIndex , i ) ;
OutPoly . Center = PolyCenter ;
}
}
return ( MaxPolys > 0 ) ;
}
/** Internal. Calculates squared 2d distance of given point PT to segment P-Q. Values given in Recast coordinates */
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static FORCEINLINE FVector : : FReal PointDistToSegment2DSquared ( const FVector : : FReal * PT , const FVector : : FReal * P , const FVector : : FReal * Q )
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{
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FVector : : FReal pqx = Q [ 0 ] - P [ 0 ] ;
FVector : : FReal pqz = Q [ 2 ] - P [ 2 ] ;
FVector : : FReal dx = PT [ 0 ] - P [ 0 ] ;
FVector : : FReal dz = PT [ 2 ] - P [ 2 ] ;
FVector : : FReal d = pqx * pqx + pqz * pqz ;
FVector : : FReal t = pqx * dx + pqz * dz ;
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if ( d ! = 0 ) t / = d ;
dx = P [ 0 ] + t * pqx - PT [ 0 ] ;
dz = P [ 2 ] + t * pqz - PT [ 2 ] ;
return dx * dx + dz * dz ;
}
/**
* Traverses given tile ' s edges and detects the ones that are either poly ( i . e . not triangle , but whole navmesh polygon )
* or navmesh edge . Returns a pair of verts for each edge found .
*/
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void FPImplRecastNavMesh : : GetDebugPolyEdges ( const dtMeshTile & Tile , bool bInternalEdges , bool bNavMeshEdges , TArray < FVector > & InternalEdgeVerts , TArray < FVector > & NavMeshEdgeVerts ) const
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{
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static const FVector : : FReal thr = FMath : : Square ( 0.01f ) ;
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ensure ( bInternalEdges | | bNavMeshEdges ) ;
const bool bExportAllEdges = bInternalEdges & & ! bNavMeshEdges ;
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for ( int i = 0 ; i < Tile . header - > polyCount ; + + i )
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{
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const dtPoly * Poly = & Tile . polys [ i ] ;
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if ( Poly - > getType ( ) ! = DT_POLYTYPE_GROUND )
{
continue ;
}
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const dtPolyDetail * pd = & Tile . detailMeshes [ i ] ;
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for ( int j = 0 , nj = ( int ) Poly - > vertCount ; j < nj ; + + j )
{
bool bIsExternal = ! bExportAllEdges & & ( Poly - > neis [ j ] = = 0 | | Poly - > neis [ j ] & DT_EXT_LINK ) ;
bool bIsConnected = ! bIsExternal ;
if ( Poly - > getArea ( ) = = RECAST_NULL_AREA )
{
if ( Poly - > neis [ j ] & & ! ( Poly - > neis [ j ] & DT_EXT_LINK ) & &
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Poly - > neis [ j ] < = Tile . header - > offMeshBase & &
Tile . polys [ Poly - > neis [ j ] - 1 ] . getArea ( ) ! = RECAST_NULL_AREA )
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{
bIsExternal = true ;
bIsConnected = false ;
}
else if ( Poly - > neis [ j ] = = 0 )
{
bIsExternal = true ;
bIsConnected = false ;
}
}
else if ( bIsExternal )
{
unsigned int k = Poly - > firstLink ;
while ( k ! = DT_NULL_LINK )
{
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const dtLink & link = DetourNavMesh - > getLink ( & Tile , k ) ;
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k = link . next ;
if ( link . edge = = j )
{
bIsConnected = true ;
break ;
}
}
}
TArray < FVector > * EdgeVerts = bInternalEdges & & bIsConnected ? & InternalEdgeVerts
: ( bNavMeshEdges & & bIsExternal & & ! bIsConnected ? & NavMeshEdgeVerts : NULL ) ;
if ( EdgeVerts = = NULL )
{
continue ;
}
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const FVector : : FReal * V0 = & Tile . verts [ Poly - > verts [ j ] * 3 ] ;
const FVector : : FReal * V1 = & Tile . verts [ Poly - > verts [ ( j + 1 ) % nj ] * 3 ] ;
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// Draw detail mesh edges which align with the actual poly edge.
// This is really slow.
for ( int32 k = 0 ; k < pd - > triCount ; + + k )
{
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const unsigned char * t = & ( Tile . detailTris [ ( pd - > triBase + k ) * 4 ] ) ;
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const FVector : : FReal * tv [ 3 ] ;
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for ( int32 m = 0 ; m < 3 ; + + m )
{
if ( t [ m ] < Poly - > vertCount )
{
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tv [ m ] = & Tile . verts [ Poly - > verts [ t [ m ] ] * 3 ] ;
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}
else
{
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tv [ m ] = & Tile . detailVerts [ ( pd - > vertBase + ( t [ m ] - Poly - > vertCount ) ) * 3 ] ;
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}
}
for ( int m = 0 , n = 2 ; m < 3 ; n = m + + )
{
if ( ( ( t [ 3 ] > > ( n * 2 ) ) & 0x3 ) = = 0 )
{
continue ; // Skip inner detail edges.
}
if ( PointDistToSegment2DSquared ( tv [ n ] , V0 , V1 ) < thr & & PointDistToSegment2DSquared ( tv [ m ] , V0 , V1 ) < thr )
{
int32 const AddIdx = ( * EdgeVerts ) . AddZeroed ( 2 ) ;
( * EdgeVerts ) [ AddIdx ] = Recast2UnrVector ( tv [ n ] ) ;
( * EdgeVerts ) [ AddIdx + 1 ] = Recast2UnrVector ( tv [ m ] ) ;
}
}
}
}
}
}
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uint8 GetValidEnds ( const dtNavMesh & NavMesh , const dtMeshTile & Tile , const dtPoly & Poly )
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{
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if ( Poly . getType ( ) = = DT_POLYTYPE_GROUND )
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{
return false ;
}
uint8 ValidEnds = FRecastDebugGeometry : : OMLE_None ;
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unsigned int k = Poly . firstLink ;
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while ( k ! = DT_NULL_LINK )
{
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const dtLink & link = NavMesh . getLink ( & Tile , k ) ;
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k = link . next ;
if ( link . edge = = 0 )
{
ValidEnds | = FRecastDebugGeometry : : OMLE_Left ;
}
if ( link . edge = = 1 )
{
ValidEnds | = FRecastDebugGeometry : : OMLE_Right ;
}
}
return ValidEnds ;
}
/**
* @ param PolyEdges [ out ] Array of worldspace vertex locations for tile edges . Edges are pairwise verts , i . e . [ 0 , 1 ] , [ 2 , 3 ] , etc
* @ param NavMeshEdges [ out ] Array of worldspace vertex locations for the edge of the navmesh . Edges are pairwise verts , i . e . [ 0 , 1 ] , [ 2 , 3 ] , etc
*
* @ todo PolyEdges and NavMeshEdges could probably be Index arrays into MeshVerts and be generated in the master loop instead of separate traversals .
*/
void FPImplRecastNavMesh : : GetDebugGeometry ( FRecastDebugGeometry & OutGeometry , int32 TileIndex ) const
{
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if ( DetourNavMesh = = nullptr | | TileIndex > = DetourNavMesh - > getMaxTiles ( ) )
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{
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return ;
}
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check ( NavMeshOwner ) ;
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const dtNavMesh * const ConstNavMesh = DetourNavMesh ;
// presize our tarrays for efficiency
const int32 NumTiles = TileIndex = = INDEX_NONE ? ConstNavMesh - > getMaxTiles ( ) : TileIndex + 1 ;
const int32 StartingTile = TileIndex = = INDEX_NONE ? 0 : TileIndex ;
int32 NumVertsToReserve = 0 ;
int32 NumIndicesToReserve = 0 ;
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int32 ForbiddenFlags = OutGeometry . bMarkForbiddenPolys
? GetFilterForbiddenFlags ( ( const FRecastQueryFilter * ) NavMeshOwner - > GetDefaultQueryFilterImpl ( ) )
: 0 ;
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const FRecastNavMeshGenerator * Generator = static_cast < const FRecastNavMeshGenerator * > ( NavMeshOwner - > GetGenerator ( ) ) ;
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if ( Generator & & Generator - > IsBuildingRestrictedToActiveTiles ( )
// if not active tiles try drawing all tiles
& & NavMeshOwner - > GetActiveTiles ( ) . Num ( ) > 0 )
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{
const TArray < FIntPoint > & ActiveTiles = NavMeshOwner - > GetActiveTiles ( ) ;
for ( const FIntPoint & TileLocation : ActiveTiles )
{
const int32 LayersCount = ConstNavMesh - > getTileCountAt ( TileLocation . X , TileLocation . Y ) ;
for ( int32 Layer = 0 ; Layer < LayersCount ; + + Layer )
{
dtMeshTile const * const Tile = ConstNavMesh - > getTileAt ( TileLocation . X , TileLocation . Y , Layer ) ;
if ( Tile ! = nullptr & & Tile - > header ! = nullptr )
{
NumVertsToReserve + = Tile - > header - > vertCount + Tile - > header - > detailVertCount ;
for ( int32 PolyIdx = 0 ; PolyIdx < Tile - > header - > polyCount ; + + PolyIdx )
{
dtPolyDetail const * const DetailPoly = & Tile - > detailMeshes [ PolyIdx ] ;
NumIndicesToReserve + = ( DetailPoly - > triCount * 3 ) ;
}
}
}
}
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OutGeometry . MeshVerts . Reserve ( OutGeometry . MeshVerts . Num ( ) + NumVertsToReserve ) ;
OutGeometry . AreaIndices [ 0 ] . Reserve ( OutGeometry . AreaIndices [ 0 ] . Num ( ) + NumIndicesToReserve ) ;
OutGeometry . BuiltMeshIndices . Reserve ( OutGeometry . BuiltMeshIndices . Num ( ) + NumIndicesToReserve ) ;
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uint32 VertBase = OutGeometry . MeshVerts . Num ( ) ;
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for ( const FIntPoint & TileLocation : ActiveTiles )
{
const int32 LayersCount = ConstNavMesh - > getTileCountAt ( TileLocation . X , TileLocation . Y ) ;
for ( int32 Layer = 0 ; Layer < LayersCount ; + + Layer )
{
dtMeshTile const * const Tile = ConstNavMesh - > getTileAt ( TileLocation . X , TileLocation . Y , Layer ) ;
if ( Tile ! = nullptr & & Tile - > header ! = nullptr )
{
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VertBase + = GetTilesDebugGeometry ( Generator , * Tile , VertBase , OutGeometry , INDEX_NONE , ForbiddenFlags ) ;
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}
}
}
}
else
{
for ( int32 TileIdx = StartingTile ; TileIdx < NumTiles ; + + TileIdx )
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{
dtMeshTile const * const Tile = ConstNavMesh - > getTile ( TileIdx ) ;
dtMeshHeader const * const Header = Tile - > header ;
if ( Header ! = NULL )
{
NumVertsToReserve + = Header - > vertCount + Header - > detailVertCount ;
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for ( int32 PolyIdx = 0 ; PolyIdx < Header - > polyCount ; + + PolyIdx )
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{
dtPolyDetail const * const DetailPoly = & Tile - > detailMeshes [ PolyIdx ] ;
NumIndicesToReserve + = ( DetailPoly - > triCount * 3 ) ;
}
}
}
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OutGeometry . MeshVerts . Reserve ( OutGeometry . MeshVerts . Num ( ) + NumVertsToReserve ) ;
OutGeometry . AreaIndices [ 0 ] . Reserve ( OutGeometry . AreaIndices [ 0 ] . Num ( ) + NumIndicesToReserve ) ;
OutGeometry . BuiltMeshIndices . Reserve ( OutGeometry . BuiltMeshIndices . Num ( ) + NumIndicesToReserve ) ;
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uint32 VertBase = OutGeometry . MeshVerts . Num ( ) ;
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for ( int32 TileIdx = StartingTile ; TileIdx < NumTiles ; + + TileIdx )
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{
dtMeshTile const * const Tile = ConstNavMesh - > getTile ( TileIdx ) ;
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if ( Tile = = nullptr | | Tile - > header = = nullptr )
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{
continue ;
}
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VertBase + = GetTilesDebugGeometry ( Generator , * Tile , VertBase , OutGeometry , TileIdx , ForbiddenFlags ) ;
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}
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}
}
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int32 FPImplRecastNavMesh : : GetTilesDebugGeometry ( const FRecastNavMeshGenerator * Generator , const dtMeshTile & Tile , int32 VertBase , FRecastDebugGeometry & OutGeometry , int32 TileIdx , uint16 ForbiddenFlags ) const
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{
check ( NavMeshOwner & & DetourNavMesh ) ;
dtMeshHeader const * const Header = Tile . header ;
check ( Header ) ;
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# if RECAST_INTERNAL_DEBUG_DATA
OutGeometry . TilesToDisplayInternalData . Push ( FIntPoint ( Header - > x , Header - > y ) ) ;
# endif
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const bool bIsBeingBuilt = Generator ! = nullptr & & ! ! NavMeshOwner - > bDistinctlyDrawTilesBeingBuilt
& & Generator - > IsTileChanged ( TileIdx = = INDEX_NONE ? DetourNavMesh - > decodePolyIdTile ( DetourNavMesh - > getTileRef ( & Tile ) ) : TileIdx ) ;
// add all the poly verts
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FVector : : FReal * F = Tile . verts ;
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for ( int32 VertIdx = 0 ; VertIdx < Header - > vertCount ; + + VertIdx )
{
FVector const VertPos = Recast2UnrVector ( F ) ;
OutGeometry . MeshVerts . Add ( VertPos ) ;
F + = 3 ;
}
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int32 const DetailVertIndexBase = Header - > vertCount ;
// add the detail verts
F = Tile . detailVerts ;
for ( int32 DetailVertIdx = 0 ; DetailVertIdx < Header - > detailVertCount ; + + DetailVertIdx )
{
FVector const VertPos = Recast2UnrVector ( F ) ;
OutGeometry . MeshVerts . Add ( VertPos ) ;
F + = 3 ;
}
// add all the indices
for ( int32 PolyIdx = 0 ; PolyIdx < Header - > polyCount ; + + PolyIdx )
{
dtPoly const * const Poly = & Tile . polys [ PolyIdx ] ;
if ( Poly - > getType ( ) = = DT_POLYTYPE_GROUND )
{
dtPolyDetail const * const DetailPoly = & Tile . detailMeshes [ PolyIdx ] ;
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TArray < int32 > * Indices = bIsBeingBuilt ? & OutGeometry . BuiltMeshIndices
: ( ( Poly - > flags & ForbiddenFlags ) ! = 0
? & OutGeometry . ForbiddenIndices
: & OutGeometry . AreaIndices [ Poly - > getArea ( ) ] ) ;
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// one triangle at a time
for ( int32 TriIdx = 0 ; TriIdx < DetailPoly - > triCount ; + + TriIdx )
{
int32 DetailTriIdx = ( DetailPoly - > triBase + TriIdx ) * 4 ;
const unsigned char * DetailTri = & Tile . detailTris [ DetailTriIdx ] ;
// calc indices into the vert buffer we just populated
int32 TriVertIndices [ 3 ] ;
for ( int32 TriVertIdx = 0 ; TriVertIdx < 3 ; + + TriVertIdx )
{
if ( DetailTri [ TriVertIdx ] < Poly - > vertCount )
{
TriVertIndices [ TriVertIdx ] = VertBase + Poly - > verts [ DetailTri [ TriVertIdx ] ] ;
}
else
{
TriVertIndices [ TriVertIdx ] = VertBase + DetailVertIndexBase + ( DetailPoly - > vertBase + DetailTri [ TriVertIdx ] - Poly - > vertCount ) ;
}
}
Indices - > Add ( TriVertIndices [ 0 ] ) ;
Indices - > Add ( TriVertIndices [ 1 ] ) ;
Indices - > Add ( TriVertIndices [ 2 ] ) ;
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# if WITH_NAVMESH_CLUSTER_LINKS
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if ( Tile . polyClusters )
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{
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const uint16 ClusterId = Tile . polyClusters [ PolyIdx ] ;
if ( ClusterId < MAX_uint8 )
{
if ( ClusterId > = OutGeometry . Clusters . Num ( ) )
{
OutGeometry . Clusters . AddDefaulted ( ClusterId - OutGeometry . Clusters . Num ( ) + 1 ) ;
}
TArray < int32 > & ClusterIndices = OutGeometry . Clusters [ ClusterId ] . MeshIndices ;
ClusterIndices . Add ( TriVertIndices [ 0 ] ) ;
ClusterIndices . Add ( TriVertIndices [ 1 ] ) ;
ClusterIndices . Add ( TriVertIndices [ 2 ] ) ;
}
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}
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# endif // WITH_NAVMESH_CLUSTER_LINKS
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}
}
}
for ( int32 i = 0 ; i < Header - > offMeshConCount ; + + i )
{
const dtOffMeshConnection * OffMeshConnection = & Tile . offMeshCons [ i ] ;
if ( OffMeshConnection ! = NULL )
{
dtPoly const * const LinkPoly = & Tile . polys [ OffMeshConnection - > poly ] ;
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const FVector : : FReal * va = & Tile . verts [ LinkPoly - > verts [ 0 ] * 3 ] ; //OffMeshConnection->pos;
const FVector : : FReal * vb = & Tile . verts [ LinkPoly - > verts [ 1 ] * 3 ] ; //OffMeshConnection->pos[3];
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const FRecastDebugGeometry : : FOffMeshLink Link = {
Recast2UnrVector ( va )
, Recast2UnrVector ( vb )
, LinkPoly - > getArea ( )
, ( uint8 ) OffMeshConnection - > getBiDirectional ( )
, GetValidEnds ( * DetourNavMesh , Tile , * LinkPoly )
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, UE_REAL_TO_FLOAT_CLAMPED_MAX ( OffMeshConnection - > rad )
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} ;
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( LinkPoly - > flags & ForbiddenFlags ) ! = 0
? OutGeometry . ForbiddenLinks . Add ( Link )
: OutGeometry . OffMeshLinks . Add ( Link ) ;
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}
}
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# if WITH_NAVMESH_SEGMENT_LINKS
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for ( int32 i = 0 ; i < Header - > offMeshSegConCount ; + + i )
{
const dtOffMeshSegmentConnection * OffMeshSeg = & Tile . offMeshSeg [ i ] ;
if ( OffMeshSeg ! = NULL )
{
const int32 polyBase = Header - > offMeshSegPolyBase + OffMeshSeg - > firstPoly ;
for ( int32 j = 0 ; j < OffMeshSeg - > npolys ; j + + )
{
dtPoly const * const LinkPoly = & Tile . polys [ polyBase + j ] ;
FRecastDebugGeometry : : FOffMeshSegment Link ;
Link . LeftStart = Recast2UnrealPoint ( & Tile . verts [ LinkPoly - > verts [ 0 ] * 3 ] ) ;
Link . LeftEnd = Recast2UnrealPoint ( & Tile . verts [ LinkPoly - > verts [ 1 ] * 3 ] ) ;
Link . RightStart = Recast2UnrealPoint ( & Tile . verts [ LinkPoly - > verts [ 2 ] * 3 ] ) ;
Link . RightEnd = Recast2UnrealPoint ( & Tile . verts [ LinkPoly - > verts [ 3 ] * 3 ] ) ;
Link . AreaID = LinkPoly - > getArea ( ) ;
Link . Direction = ( uint8 ) OffMeshSeg - > getBiDirectional ( ) ;
Link . ValidEnds = GetValidEnds ( * DetourNavMesh , Tile , * LinkPoly ) ;
const int LinkIdx = OutGeometry . OffMeshSegments . Add ( Link ) ;
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ensureMsgf ( ( LinkPoly - > flags & ForbiddenFlags ) = = 0 , TEXT ( " Not implemented " ) ) ;
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OutGeometry . OffMeshSegmentAreas [ Link . AreaID ] . Add ( LinkIdx ) ;
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}
}
}
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# endif // WITH_NAVMESH_SEGMENT_LINKS
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# if WITH_NAVMESH_CLUSTER_LINKS
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for ( int32 i = 0 ; i < Header - > clusterCount ; i + + )
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{
const dtCluster & c0 = Tile . clusters [ i ] ;
uint32 iLink = c0 . firstLink ;
while ( iLink ! = DT_NULL_LINK )
{
const dtClusterLink & link = DetourNavMesh - > getClusterLink ( & Tile , iLink ) ;
iLink = link . next ;
dtMeshTile const * const OtherTile = DetourNavMesh - > getTileByRef ( link . ref ) ;
if ( OtherTile )
{
int32 linkedIdx = DetourNavMesh - > decodeClusterIdCluster ( link . ref ) ;
const dtCluster & c1 = OtherTile - > clusters [ linkedIdx ] ;
FRecastDebugGeometry : : FClusterLink LinkGeom ;
LinkGeom . FromCluster = Recast2UnrealPoint ( c0 . center ) ;
LinkGeom . ToCluster = Recast2UnrealPoint ( c1 . center ) ;
if ( linkedIdx > i | | TileIdx > ( int32 ) DetourNavMesh - > decodeClusterIdTile ( link . ref ) )
{
FVector UpDir ( 0 , 0 , 1.0f ) ;
FVector LinkDir = ( LinkGeom . ToCluster - LinkGeom . FromCluster ) . GetSafeNormal ( ) ;
FVector SideDir = FVector : : CrossProduct ( LinkDir , UpDir ) ;
LinkGeom . FromCluster + = SideDir * 40.0f ;
LinkGeom . ToCluster + = SideDir * 40.0f ;
}
OutGeometry . ClusterLinks . Add ( LinkGeom ) ;
}
}
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}
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# endif // WITH_NAVMESH_CLUSTER_LINKS
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// Get tile edges and navmesh edges
if ( OutGeometry . bGatherPolyEdges | | OutGeometry . bGatherNavMeshEdges )
{
GetDebugPolyEdges ( Tile , ! ! OutGeometry . bGatherPolyEdges , ! ! OutGeometry . bGatherNavMeshEdges
, OutGeometry . PolyEdges , OutGeometry . NavMeshEdges ) ;
}
return Header - > vertCount + Header - > detailVertCount ;
2014-03-14 14:13:41 -04:00
}
FBox FPImplRecastNavMesh : : GetNavMeshBounds ( ) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
FBox Bbox ( ForceInit ) ;
2014-03-14 14:13:41 -04:00
// @todo, calc once and cache it
if ( DetourNavMesh )
{
// workaround for privacy issue in the recast API
dtNavMesh const * const ConstRecastNavMesh = DetourNavMesh ;
// spin through all the tiles and accumulate the bounds
for ( int32 TileIdx = 0 ; TileIdx < DetourNavMesh - > getMaxTiles ( ) ; + + TileIdx )
{
dtMeshTile const * const Tile = ConstRecastNavMesh - > getTile ( TileIdx ) ;
if ( Tile )
{
dtMeshHeader const * const Header = Tile - > header ;
if ( Header )
{
const FBox NodeBox = Recast2UnrealBox ( Header - > bmin , Header - > bmax ) ;
Bbox + = NodeBox ;
}
}
}
}
return Bbox ;
}
FBox FPImplRecastNavMesh : : GetNavMeshTileBounds ( int32 TileIndex ) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188)
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
FBox Bbox ( ForceInit ) ;
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if ( DetourNavMesh & & TileIndex > = 0 & & TileIndex < DetourNavMesh - > getMaxTiles ( ) )
{
// workaround for privacy issue in the recast API
dtNavMesh const * const ConstRecastNavMesh = DetourNavMesh ;
dtMeshTile const * const Tile = ConstRecastNavMesh - > getTile ( TileIndex ) ;
if ( Tile )
{
dtMeshHeader const * const Header = Tile - > header ;
if ( Header )
{
Bbox = Recast2UnrealBox ( Header - > bmin , Header - > bmax ) ;
}
}
}
return Bbox ;
}
/** Retrieves XY coordinates of tile specified by index */
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bool FPImplRecastNavMesh : : GetNavMeshTileXY ( int32 TileIndex , int32 & OutX , int32 & OutY , int32 & OutLayer ) const
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{
if ( DetourNavMesh & & TileIndex > = 0 & & TileIndex < DetourNavMesh - > getMaxTiles ( ) )
{
// workaround for privacy issue in the recast API
dtNavMesh const * const ConstRecastNavMesh = DetourNavMesh ;
dtMeshTile const * const Tile = ConstRecastNavMesh - > getTile ( TileIndex ) ;
if ( Tile )
{
dtMeshHeader const * const Header = Tile - > header ;
if ( Header )
{
OutX = Header - > x ;
OutY = Header - > y ;
OutLayer = Header - > layer ;
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return true ;
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}
}
}
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return false ;
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}
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bool FPImplRecastNavMesh : : GetNavMeshTileXY ( const FVector & Point , int32 & OutX , int32 & OutY ) const
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{
if ( DetourNavMesh )
{
// workaround for privacy issue in the recast API
dtNavMesh const * const ConstRecastNavMesh = DetourNavMesh ;
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const FVector RecastPt = Unreal2RecastPoint ( Point ) ;
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int32 TileX = 0 ;
int32 TileY = 0 ;
ConstRecastNavMesh - > calcTileLoc ( & RecastPt . X , & TileX , & TileY ) ;
OutX = TileX ;
OutY = TileY ;
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return true ;
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}
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return false ;
2014-03-14 14:13:41 -04:00
}
void FPImplRecastNavMesh : : GetNavMeshTilesAt ( int32 TileX , int32 TileY , TArray < int32 > & Indices ) const
{
if ( DetourNavMesh )
{
// workaround for privacy issue in the recast API
dtNavMesh const * const ConstRecastNavMesh = DetourNavMesh ;
const int32 MaxTiles = ConstRecastNavMesh - > getTileCountAt ( TileX , TileY ) ;
TArray < const dtMeshTile * > Tiles ;
Tiles . AddZeroed ( MaxTiles ) ;
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const int32 NumTiles = ConstRecastNavMesh - > getTilesAt ( TileX , TileY , Tiles . GetData ( ) , MaxTiles ) ;
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for ( int32 i = 0 ; i < NumTiles ; i + + )
{
dtTileRef TileRef = ConstRecastNavMesh - > getTileRef ( Tiles [ i ] ) ;
if ( TileRef )
{
const int32 TileIndex = ( int32 ) ConstRecastNavMesh - > decodePolyIdTile ( TileRef ) ;
Indices . Add ( TileIndex ) ;
}
}
}
}
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void FPImplRecastNavMesh : : GetNavMeshTilesIn ( const TArray < FBox > & InclusionBounds , TArray < int32 > & Indices ) const
{
if ( DetourNavMesh )
{
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const FVector : : FReal * NavMeshOrigin = DetourNavMesh - > getParams ( ) - > orig ;
const FVector : : FReal TileSize = DetourNavMesh - > getParams ( ) - > tileWidth ;
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// Generate a set of all possible tile coordinates that belong to requested bounds
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TSet < FIntPoint > TileCoords ;
for ( const FBox & Bounds : InclusionBounds )
{
const FBox RcBounds = Unreal2RecastBox ( Bounds ) ;
const int32 XMin = FMath : : FloorToInt ( ( RcBounds . Min . X - NavMeshOrigin [ 0 ] ) / TileSize ) ;
const int32 XMax = FMath : : FloorToInt ( ( RcBounds . Max . X - NavMeshOrigin [ 0 ] ) / TileSize ) ;
const int32 YMin = FMath : : FloorToInt ( ( RcBounds . Min . Z - NavMeshOrigin [ 2 ] ) / TileSize ) ;
const int32 YMax = FMath : : FloorToInt ( ( RcBounds . Max . Z - NavMeshOrigin [ 2 ] ) / TileSize ) ;
for ( int32 y = YMin ; y < = YMax ; + + y )
{
for ( int32 x = XMin ; x < = XMax ; + + x )
{
TileCoords . Add ( FIntPoint ( x , y ) ) ;
}
}
}
// We guess that each tile has 3 layers in average
Indices . Reserve ( TileCoords . Num ( ) * 3 ) ;
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TArray < const dtMeshTile * > MeshTiles ;
MeshTiles . Reserve ( 3 ) ;
for ( const FIntPoint & TileCoord : TileCoords )
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{
int32 MaxTiles = DetourNavMesh - > getTileCountAt ( TileCoord . X , TileCoord . Y ) ;
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if ( MaxTiles > 0 )
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{
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MeshTiles . SetNumZeroed ( MaxTiles , false ) ;
const int32 MeshTilesCount = DetourNavMesh - > getTilesAt ( TileCoord . X , TileCoord . Y , MeshTiles . GetData ( ) , MaxTiles ) ;
for ( int32 i = 0 ; i < MeshTilesCount ; + + i )
2014-10-30 09:53:10 -04:00
{
2016-06-13 12:20:22 -04:00
const dtMeshTile * MeshTile = MeshTiles [ i ] ;
dtTileRef TileRef = DetourNavMesh - > getTileRef ( MeshTile ) ;
if ( TileRef )
{
// Consider only mesh tiles that actually belong to a requested bounds
FBox TileBounds = Recast2UnrealBox ( MeshTile - > header - > bmin , MeshTile - > header - > bmax ) ;
for ( const FBox & RequestedBounds : InclusionBounds )
{
if ( TileBounds . Intersect ( RequestedBounds ) )
{
int32 TileIndex = ( int32 ) DetourNavMesh - > decodePolyIdTile ( TileRef ) ;
Indices . Add ( TileIndex ) ;
break ;
}
}
}
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}
}
}
}
}
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float FPImplRecastNavMesh : : GetTotalDataSize ( ) const
{
float TotalBytes = sizeof ( * this ) ;
if ( DetourNavMesh )
{
// iterate all tiles and sum up their DataSize
dtNavMesh const * ConstNavMesh = DetourNavMesh ;
for ( int i = 0 ; i < ConstNavMesh - > getMaxTiles ( ) ; + + i )
{
const dtMeshTile * Tile = ConstNavMesh - > getTile ( i ) ;
if ( Tile ! = NULL & & Tile - > header ! = NULL )
{
TotalBytes + = Tile - > dataSize ;
}
}
}
return TotalBytes / 1024 ;
}
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# if !UE_BUILD_SHIPPING
int32 FPImplRecastNavMesh : : GetCompressedTileCacheSize ( )
{
int32 CompressedTileCacheSize = 0 ;
for ( TPair < FIntPoint , TArray < FNavMeshTileData > > & TilePairIter : CompressedTileCacheLayers )
{
TArray < FNavMeshTileData > & NavMeshTileDataArray = TilePairIter . Value ;
for ( FNavMeshTileData & NavMeshTileDataIter : NavMeshTileDataArray )
{
CompressedTileCacheSize + = NavMeshTileDataIter . DataSize ;
}
}
return CompressedTileCacheSize ;
}
# endif
2014-03-14 14:13:41 -04:00
void FPImplRecastNavMesh : : ApplyWorldOffset ( const FVector & InOffset , bool bWorldShift )
{
if ( DetourNavMesh ! = NULL )
{
// transform offset to Recast space
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const FVector OffsetRC = Unreal2RecastPoint ( InOffset ) ;
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// apply offset
DetourNavMesh - > applyWorldOffset ( & OffsetRC . X ) ;
}
}
uint16 FPImplRecastNavMesh : : GetFilterForbiddenFlags ( const FRecastQueryFilter * Filter )
{
return ( ( const dtQueryFilter * ) Filter ) - > getExcludeFlags ( ) ;
}
void FPImplRecastNavMesh : : SetFilterForbiddenFlags ( FRecastQueryFilter * Filter , uint16 ForbiddenFlags )
{
( ( dtQueryFilter * ) Filter ) - > setExcludeFlags ( ForbiddenFlags ) ;
// include-exclude don't need to be symmetrical, filter will check both conditions
}
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void FPImplRecastNavMesh : : OnAreaCostChanged ( )
{
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struct FRealntPair
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{
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FVector : : FReal Score ;
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int32 Index ;
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FRealntPair ( ) : Score ( MAX_FLT ) , Index ( 0 ) { }
FRealntPair ( int32 AreaId , FVector : : FReal TravelCost , FVector : : FReal EntryCost ) : Score ( TravelCost + EntryCost ) , Index ( AreaId ) { }
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2021-10-25 20:05:28 -04:00
bool operator < ( const FRealntPair & Other ) const { return Score < Other . Score ; }
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} ;
if ( NavMeshOwner & & DetourNavMesh )
{
const INavigationQueryFilterInterface * NavFilter = NavMeshOwner - > GetDefaultQueryFilterImpl ( ) ;
const dtQueryFilter * DetourFilter = ( ( const FRecastQueryFilter * ) NavFilter ) - > GetAsDetourQueryFilter ( ) ;
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TArray < FRealntPair > AreaData ;
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AreaData . Reserve ( RECAST_MAX_AREAS ) ;
for ( int32 Idx = 0 ; Idx < RECAST_MAX_AREAS ; Idx + + )
{
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AreaData . Add ( FRealntPair ( Idx , DetourFilter - > getAreaCost ( Idx ) , DetourFilter - > getAreaFixedCost ( Idx ) ) ) ;
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}
AreaData . Sort ( ) ;
uint8 AreaCostOrder [ RECAST_MAX_AREAS ] ;
for ( int32 Idx = 0 ; Idx < RECAST_MAX_AREAS ; Idx + + )
{
AreaCostOrder [ AreaData [ Idx ] . Index ] = Idx ;
}
DetourNavMesh - > applyAreaCostOrder ( AreaCostOrder ) ;
}
}
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void FPImplRecastNavMesh : : RemoveTileCacheLayers ( int32 TileX , int32 TileY )
{
CompressedTileCacheLayers . Remove ( FIntPoint ( TileX , TileY ) ) ;
}
void FPImplRecastNavMesh : : RemoveTileCacheLayer ( int32 TileX , int32 TileY , int32 LayerIdx )
{
TArray < FNavMeshTileData > * ExistingLayersList = CompressedTileCacheLayers . Find ( FIntPoint ( TileX , TileY ) ) ;
if ( ExistingLayersList )
{
if ( ExistingLayersList - > IsValidIndex ( LayerIdx ) )
{
ExistingLayersList - > RemoveAt ( LayerIdx ) ;
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for ( int32 Idx = LayerIdx ; Idx < ExistingLayersList - > Num ( ) ; Idx + + )
{
( * ExistingLayersList ) [ Idx ] . LayerIndex = Idx ;
}
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}
if ( ExistingLayersList - > Num ( ) = = 0 )
{
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RemoveTileCacheLayers ( TileX , TileY ) ;
# if RECAST_INTERNAL_DEBUG_DATA
NavMeshOwner - > RemoveTileDebugData ( TileX , TileY ) ;
# endif
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}
}
}
void FPImplRecastNavMesh : : AddTileCacheLayers ( int32 TileX , int32 TileY , const TArray < FNavMeshTileData > & Layers )
{
CompressedTileCacheLayers . Add ( FIntPoint ( TileX , TileY ) , Layers ) ;
}
void FPImplRecastNavMesh : : AddTileCacheLayer ( int32 TileX , int32 TileY , int32 LayerIdx , const FNavMeshTileData & LayerData )
{
TArray < FNavMeshTileData > * ExistingLayersList = CompressedTileCacheLayers . Find ( FIntPoint ( TileX , TileY ) ) ;
if ( ExistingLayersList )
{
ExistingLayersList - > SetNum ( FMath : : Max ( ExistingLayersList - > Num ( ) , LayerIdx + 1 ) ) ;
( * ExistingLayersList ) [ LayerIdx ] = LayerData ;
}
else
{
TArray < FNavMeshTileData > LayersList ;
LayersList . SetNum ( FMath : : Max ( LayersList . Num ( ) , LayerIdx + 1 ) ) ;
LayersList [ LayerIdx ] = LayerData ;
CompressedTileCacheLayers . Add ( FIntPoint ( TileX , TileY ) , LayersList ) ;
}
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3114846 on 2016/09/06 by Bob.Tellez
#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.
Change 3114805 on 2016/09/06 by Bob.Tellez
#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.
#JIRA FORT-29511
Change 3112750 on 2016/09/02 by Bob.Tellez
#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.
Change 3108977 on 2016/08/31 by Jeff.Campeau
Virtual keyboard support for Xbox One
Text set by virtual keyboards is now submitted on the main thread through an internal tick
Change 3108956 on 2016/08/31 by Chris.Gagnon
Added "ClientOnly" module type to the build tools.
Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
Cleaned up some duplicated code which attributted to the rot most likely
Change 3108879 on 2016/08/31 by Jeff.Campeau
Eliminate binary renaming (allows side by side configs)
Handle multiple binaries
Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)
Change 3108876 on 2016/08/31 by Jeff.Campeau
Fix a manifest generation bug that was eating a character on conjoined values.
Change 3108511 on 2016/08/31 by Billy.Bramer
- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
- Note that this change does not have any validity checking as of yet
Change 3108199 on 2016/08/31 by Ben.Woodhouse
Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.
Change 3107825 on 2016/08/31 by Ben.Woodhouse
Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts
#jira UE-35359
Change 3107197 on 2016/08/30 by Chris.Gagnon
Added ClientOnly option for Modules:
...
"Modules" :
[
{
"Name" : "PluginName",
"Type" : "ClientOnly",
"LoadingPhase" : "Default"
}
]
...
(example taken from a plugin definition)
Change 3104551 on 2016/08/29 by Lukasz.Furman
potential fix for crash in ability cancelling
#jira FORT-29200
Change 3104469 on 2016/08/29 by Lukasz.Furman
added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
#jira FORT-29198
Change 3103529 on 2016/08/26 by Jeff.Campeau
Xbox One keyboard shift is sometimes unresponsive
Change 3103523 on 2016/08/26 by Jeff.Campeau
Aug XDK era launch bug fixed
Change 3103183 on 2016/08/26 by Jeff.Campeau
August XDK support
Change 3102360 on 2016/08/26 by James.Hopkin
Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.
Change 3099375 on 2016/08/24 by Lukasz.Furman
added sanity check to UAnimInstance::Montage_Play
#jira FORT-28140
Change 3097832 on 2016/08/23 by Chad.Garyet
moving set_latest_build out of notifications section, was put there accidentally
Change 3097139 on 2016/08/22 by Aaron.McLeran
FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device
- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8
-#rb Bob.Tellez
#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3096552 on 2016/08/22 by Ben.Marsh
Fix killing adb.exe instead of notepad.exe.
Change 3096473 on 2016/08/22 by Ben.Marsh
Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.
Change 3096459 on 2016/08/22 by Ben.Marsh
Remove taskkill call for now.
Change 3096450 on 2016/08/22 by Ben.Marsh
Use system function instead of backticks to prevent errors killing job.
Change 3096449 on 2016/08/22 by Ben.Marsh
Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.
Change 3096272 on 2016/08/22 by Chad.Garyet
trying to remove postpfilter to see if that might be the stdout/err issue
Change 3095369 on 2016/08/19 by Ben.Zeigler
#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate
This will need updating when merging to Main to deal with the module changes
Change 3095002 on 2016/08/19 by James.Hopkin
Fixed another case of integers being cast to floats before being written to JSON.
#jira FORT-28694
Change 3094834 on 2016/08/19 by Chad.Garyet
trying a close of stdout and stderr to see if that remedies the ai test issue
Change 3094719 on 2016/08/19 by John.Abercrombie
Force a net update on the Avatar Actor whenever we start or stop a new Montage
Change 3094487 on 2016/08/19 by James.Hopkin
JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).
Change 3092389 on 2016/08/17 by Chad.Garyet
more caveman debugging, skipping email notification if node is the fortnite ai test node.
Change 3090898 on 2016/08/16 by Aaron.McLeran
FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData
Implementing CL 3080958 in FN
Change 3090761 on 2016/08/16 by Chris.Gagnon
Added initial pass of safe zone suport to the front end.
Change 3090734 on 2016/08/16 by John.Abercrombie
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
Change 3090405 on 2016/08/16 by Chad.Garyet
checking in caveman debugging for fortnite ai test node
Change 3089743 on 2016/08/15 by Ben.Zeigler
#jira FORT-28235
When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
There may be a better slate-level solution to this issue
Change 3088178 on 2016/08/12 by Saul.Abreu
Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.
Change 3087372 on 2016/08/12 by James.Hopkin
Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.
Change 3084836 on 2016/08/10 by Lina.Halper
Fix crash with retargeting additive anim montage
Change 3083188 on 2016/08/09 by Bob.Tellez
#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.
Change 3082835 on 2016/08/09 by Bob.Tellez
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3082621 on 2016/08/09 by Lukasz.Furman
fixed accessing empty navigation data in crowd's path processing
#jira FORT-27847
Change 3081749 on 2016/08/08 by Saul.Abreu
#jira UE-34104
Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.
Change 3081596 on 2016/08/08 by John.Abercrombie
Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state
Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.
Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.
(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.)
#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping
Change 3081536 on 2016/08/08 by Daniel.Broder
Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.
#UE4 #NoReleaseNotes
Change 3080679 on 2016/08/08 by Simon.Tovey
Increased threshold to ignore stall warning on partilce async work.
Increased precision of error message.
May still fire and still needs looking into properly.
If it does fire still I'll make it a higher priority.
Change 3080652 on 2016/08/08 by Chad.Garyet
Merging token scripts from ue4 main to fortnite
changed fornite main json scheduled builds to all use skiptargetswithouttickets
Change 3079357 on 2016/08/05 by John.Abercrombie
Character movement components can now be throttled
- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
- Character movement components are throttled based on their current NetUpdateRate
All character movement components are updated by the Game State
- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it
Change 3078666 on 2016/08/05 by Simon.Tovey
Disabling some log spam for particles.
Change 3072992 on 2016/08/01 by Jonathan.Lindquist
Fixing a bug related to weld object seams
Change 3070991 on 2016/07/29 by Fred.Kimberley
Allow aggregators to perform calculations while ignoring multiple GEs.
Change 3070518 on 2016/07/29 by Bob.Tellez
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3069605 on 2016/07/28 by Bob.Tellez
#UE4 SScrollBox now works with invalidation panels.
Change 3069600 on 2016/07/28 by Bob.Tellez
#UE4 SMenuAnchor now works with invalidation panels.
Change 3069583 on 2016/07/28 by Bob.Tellez
#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.
Change 3068935 on 2016/07/28 by Bob.Tellez
[AUTOMERGE]
#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.
#JIRA FORT-27836
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.
Change 3068422 on 2016/07/28 by John.Pollard
Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#tests Live game + replays
Change 3067537 on 2016/07/27 by Bob.Tellez
[AUTOMERGE]
#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.
#JIRA FORT-26696
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.
Change 3065138 on 2016/07/26 by Josh.Markiewicz
#UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix)
- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
- *BUG REPRO*
- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
- DestroySession would remove the named session while the previous CreateSession was in flight
- A new CreateSession could be called afterward because the previous named session was removed
- the first CreateSession would finish and give the session a valid SessionInfo
- the second CreateSession would finish and assert that the SessionInfo should be invalid
#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more
Change 3064932 on 2016/07/26 by Tim.Tillotson
Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.
#JIRA UE-33426
Change 3064743 on 2016/07/26 by Mark.Satterthwaite
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira FORT-27685
Change 3063870 on 2016/07/25 by Lukasz.Furman
fixed navlink area class assignment, again
custom link definitions were exporting from CDO without initializing data first
#jira FORT-27713
Change 3063747 on 2016/07/25 by Bob.Tellez
#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS
#JIRA
Change 3063500 on 2016/07/25 by Bob.Tellez
#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.
Change 3063317 on 2016/07/25 by Lukasz.Furman
fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
#fortnite
Change 3063224 on 2016/07/25 by Bob.Tellez
#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.
Avoid adding widgets to the hittest grid more than once.
Change 3063188 on 2016/07/25 by Lukasz.Furman
removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
#jira FORT-27186
Change 3062338 on 2016/07/22 by Aaron.McLeran
FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.
#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3061806 on 2016/07/22 by Ben.Zeigler
#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack
Change 3061790 on 2016/07/22 by Ben.Zeigler
#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
Related to changes made on Orion in CL #2878992
Change 3060590 on 2016/07/21 by Mark.Satterthwaite
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
Change 3060542 on 2016/07/21 by Bob.Tellez
#UE4 Made SetIsEnabled and SetVisibility virtual.
Change 3058876 on 2016/07/20 by Aaron.McLeran
FORT-25593 Mac crash when idling in zone with screen locked
Adding logging when failing to update AuGraph and not asserting.
Change 3058653 on 2016/07/20 by Bob.Tellez
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3058568 on 2016/07/20 by Bob.Tellez
#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.
Change 3058203 on 2016/07/20 by Bob.Tellez
#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.
Change 3056767 on 2016/07/19 by Bob.Tellez
#UE4 Speculative DetachLinker crash fix.
#JIRA FORT-27335
Change 3056665 on 2016/07/19 by John.Abercrombie
Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius
Change 3054368 on 2016/07/18 by Lina.Halper
- moved removing notifies to end of montage event
- that way between blending out to terminate, it still can trigger notifies.
#code review: Martin.Wilson, John.Abercrombie
Change 3054109 on 2016/07/18 by Bob.Tellez
#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.
Change 3053831 on 2016/07/18 by Lina.Halper
#Anim montage recursive issue: Make sure to check valid before additive
#code review: Bob.Tellez
Change 3052641 on 2016/07/15 by Bob.Tellez
#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.
Change 3052601 on 2016/07/15 by Daniel.Broder
EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).
#ReleaseNoteAbove^^
Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.
#UE4 #ReleaseNote!
Change 3052201 on 2016/07/15 by Rob.Cannaday
Fix for broken party state when timeout on receiving leave request response
Execute delegate after marking the party in a disconnected state
#jira FORT-25362
Change 3050944 on 2016/07/14 by Bob.Tellez
#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0
Change 3050352 on 2016/07/14 by Olaf.Piesche
#jira UE-32058
Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.
Change 3049049 on 2016/07/13 by Bob.Tellez
#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.
#JIRA FORT-27030
Change 3048186 on 2016/07/13 by John.Abercrombie
Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators
Change 3046531 on 2016/07/12 by Bob.Tellez
#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.
#JIRA FORT-26683
Change 3046134 on 2016/07/12 by Ian.Fox
#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
Change 3045544 on 2016/07/11 by Bob.Tellez
#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.
Change 3045101 on 2016/07/11 by Fred.Kimberley
Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.
Change 3045035 on 2016/07/11 by John.Abercrombie
UpdateMoveFocus will only clear the focus if the path following component is idle
- Keeps the AI rotated in the correct direction when movements get paused
Change 3044883 on 2016/07/11 by Mark.Satterthwaite
Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
#jira FORT-26879
Change 3044819 on 2016/07/11 by Carlos.Cuello
Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR
Change 3044683 on 2016/07/11 by Bob.Tellez
#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.
Change 3044581 on 2016/07/11 by Nick.Cooper
#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect
#jira FORT-23140
Change 3043726 on 2016/07/08 by Billy.Bramer
- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
- UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
- Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture
- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
- Misc ability system cleanup (fix typos, etc.)
Change 3043152 on 2016/07/08 by Daniel.Broder
Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.)
#UE4 #NoReleaseNotes
Change 3041765 on 2016/07/07 by John.Abercrombie
Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn
Change 3041664 on 2016/07/07 by Bob.Tellez
#UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#JIRA FORT-25983
Change 3040645 on 2016/07/06 by Bob.Tellez
#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.
Change 3039969 on 2016/07/06 by Billy.Bramer
- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly
Change 3036256 on 2016/07/01 by Bob.Tellez
#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.
Change 3036173 on 2016/07/01 by Ben.Salem
Get FTests running sequentially. And, actually, running at all in non-editor.
Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.
Change 3035551 on 2016/07/01 by John.Abercrombie
Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
- CL 3034853 contained the original change
Change 3035152 on 2016/06/30 by Daniel.Broder
Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience).
#ReleaseNoteAbove
The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box.
Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes.
Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".
NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/
#UE4 #ReleaseNoteAtTop
Change 3034918 on 2016/06/30 by William.Ewen
Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.
Change 3034853 on 2016/06/30 by John.Abercrombie
When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list
Change 3033507 on 2016/06/29 by Ben.Zeigler
#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch
Change 3033413 on 2016/06/29 by Daniel.Wright
Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
* Useful for reducing self shadowing on meshes that have ambient animation
Change 3033343 on 2016/06/29 by Billy.Bramer
- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)
Change 3032888 on 2016/06/29 by Billy.Bramer
- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers
Change 3031800 on 2016/06/28 by Jonathan.Lindquist
new exr texture
Change 3030807 on 2016/06/28 by Lukasz.Furman
added more debug logs for rare navmesh raycast crash
#jira FORT-22373
Change 3030624 on 2016/06/28 by Lukasz.Furman
switching navgraph to use FMetaNavMeshPath
#fortnite
Change 3030002 on 2016/06/27 by Ben.Zeigler
Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.
Change 3029720 on 2016/06/27 by Ben.Zeigler
Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken
Change 3029574 on 2016/06/27 by Bob.Tellez
#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.
Change 3027275 on 2016/06/24 by Billy.Bramer
- First pass of adding evaluation channel support to non-instant gameplay effects
- Evaluation channels allow for game-specific control over the order of modifier evaluation
- Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
- Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
- By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
- Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
- Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
- Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects
- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes
Change 3022931 on 2016/06/22 by Nick.Cooper
#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV
Change 3021845 on 2016/06/21 by Carlos.Cuello
Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.
#jira Fort-25978
Change 3021800 on 2016/06/21 by Lukasz.Furman
adding function to query if navmesh was initialized in given radius
#jira FORT-24487
Change 3021777 on 2016/06/21 by Martin.Mittring
UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
content that used SkyLight OcclusionTint feature will look different and might need a retweak.
a brighter (~ 3-4 times) and less vibrant color results in a similar look
#code_review:Jonathan.Lindquist
[CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
void FPImplRecastNavMesh : : MarkEmptyTileCacheLayers ( int32 TileX , int32 TileY )
{
if ( ! CompressedTileCacheLayers . Contains ( FIntPoint ( TileX , TileY ) ) )
{
TArray < FNavMeshTileData > EmptyLayersList ;
CompressedTileCacheLayers . Add ( FIntPoint ( TileX , TileY ) , EmptyLayersList ) ;
}
}
2015-01-12 21:18:44 -05:00
FNavMeshTileData FPImplRecastNavMesh : : GetTileCacheLayer ( int32 TileX , int32 TileY , int32 LayerIdx ) const
{
const TArray < FNavMeshTileData > * LayersList = CompressedTileCacheLayers . Find ( FIntPoint ( TileX , TileY ) ) ;
if ( LayersList & & LayersList - > IsValidIndex ( LayerIdx ) )
{
return ( * LayersList ) [ LayerIdx ] ;
}
return FNavMeshTileData ( ) ;
}
TArray < FNavMeshTileData > FPImplRecastNavMesh : : GetTileCacheLayers ( int32 TileX , int32 TileY ) const
{
return CompressedTileCacheLayers . FindRef ( FIntPoint ( TileX , TileY ) ) ;
}
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3114846 on 2016/09/06 by Bob.Tellez
#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.
Change 3114805 on 2016/09/06 by Bob.Tellez
#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.
#JIRA FORT-29511
Change 3112750 on 2016/09/02 by Bob.Tellez
#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.
Change 3108977 on 2016/08/31 by Jeff.Campeau
Virtual keyboard support for Xbox One
Text set by virtual keyboards is now submitted on the main thread through an internal tick
Change 3108956 on 2016/08/31 by Chris.Gagnon
Added "ClientOnly" module type to the build tools.
Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
Cleaned up some duplicated code which attributted to the rot most likely
Change 3108879 on 2016/08/31 by Jeff.Campeau
Eliminate binary renaming (allows side by side configs)
Handle multiple binaries
Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)
Change 3108876 on 2016/08/31 by Jeff.Campeau
Fix a manifest generation bug that was eating a character on conjoined values.
Change 3108511 on 2016/08/31 by Billy.Bramer
- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
- Note that this change does not have any validity checking as of yet
Change 3108199 on 2016/08/31 by Ben.Woodhouse
Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.
Change 3107825 on 2016/08/31 by Ben.Woodhouse
Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts
#jira UE-35359
Change 3107197 on 2016/08/30 by Chris.Gagnon
Added ClientOnly option for Modules:
...
"Modules" :
[
{
"Name" : "PluginName",
"Type" : "ClientOnly",
"LoadingPhase" : "Default"
}
]
...
(example taken from a plugin definition)
Change 3104551 on 2016/08/29 by Lukasz.Furman
potential fix for crash in ability cancelling
#jira FORT-29200
Change 3104469 on 2016/08/29 by Lukasz.Furman
added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
#jira FORT-29198
Change 3103529 on 2016/08/26 by Jeff.Campeau
Xbox One keyboard shift is sometimes unresponsive
Change 3103523 on 2016/08/26 by Jeff.Campeau
Aug XDK era launch bug fixed
Change 3103183 on 2016/08/26 by Jeff.Campeau
August XDK support
Change 3102360 on 2016/08/26 by James.Hopkin
Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.
Change 3099375 on 2016/08/24 by Lukasz.Furman
added sanity check to UAnimInstance::Montage_Play
#jira FORT-28140
Change 3097832 on 2016/08/23 by Chad.Garyet
moving set_latest_build out of notifications section, was put there accidentally
Change 3097139 on 2016/08/22 by Aaron.McLeran
FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device
- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8
-#rb Bob.Tellez
#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3096552 on 2016/08/22 by Ben.Marsh
Fix killing adb.exe instead of notepad.exe.
Change 3096473 on 2016/08/22 by Ben.Marsh
Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.
Change 3096459 on 2016/08/22 by Ben.Marsh
Remove taskkill call for now.
Change 3096450 on 2016/08/22 by Ben.Marsh
Use system function instead of backticks to prevent errors killing job.
Change 3096449 on 2016/08/22 by Ben.Marsh
Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.
Change 3096272 on 2016/08/22 by Chad.Garyet
trying to remove postpfilter to see if that might be the stdout/err issue
Change 3095369 on 2016/08/19 by Ben.Zeigler
#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service. Before it would half create the online instances, leading to issues in gameplay code when using simulate
This will need updating when merging to Main to deal with the module changes
Change 3095002 on 2016/08/19 by James.Hopkin
Fixed another case of integers being cast to floats before being written to JSON.
#jira FORT-28694
Change 3094834 on 2016/08/19 by Chad.Garyet
trying a close of stdout and stderr to see if that remedies the ai test issue
Change 3094719 on 2016/08/19 by John.Abercrombie
Force a net update on the Avatar Actor whenever we start or stop a new Montage
Change 3094487 on 2016/08/19 by James.Hopkin
JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).
Change 3092389 on 2016/08/17 by Chad.Garyet
more caveman debugging, skipping email notification if node is the fortnite ai test node.
Change 3090898 on 2016/08/16 by Aaron.McLeran
FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData
Implementing CL 3080958 in FN
Change 3090761 on 2016/08/16 by Chris.Gagnon
Added initial pass of safe zone suport to the front end.
Change 3090734 on 2016/08/16 by John.Abercrombie
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
Change 3090405 on 2016/08/16 by Chad.Garyet
checking in caveman debugging for fortnite ai test node
Change 3089743 on 2016/08/15 by Ben.Zeigler
#jira FORT-28235
When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
There may be a better slate-level solution to this issue
Change 3088178 on 2016/08/12 by Saul.Abreu
Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.
Change 3087372 on 2016/08/12 by James.Hopkin
Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.
Change 3084836 on 2016/08/10 by Lina.Halper
Fix crash with retargeting additive anim montage
Change 3083188 on 2016/08/09 by Bob.Tellez
#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.
Change 3082835 on 2016/08/09 by Bob.Tellez
#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.
Change 3082621 on 2016/08/09 by Lukasz.Furman
fixed accessing empty navigation data in crowd's path processing
#jira FORT-27847
Change 3081749 on 2016/08/08 by Saul.Abreu
#jira UE-34104
Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.
Change 3081596 on 2016/08/08 by John.Abercrombie
Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state
Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.
Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.
(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it. This works.)
#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping
Change 3081536 on 2016/08/08 by Daniel.Broder
Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.
#UE4 #NoReleaseNotes
Change 3080679 on 2016/08/08 by Simon.Tovey
Increased threshold to ignore stall warning on partilce async work.
Increased precision of error message.
May still fire and still needs looking into properly.
If it does fire still I'll make it a higher priority.
Change 3080652 on 2016/08/08 by Chad.Garyet
Merging token scripts from ue4 main to fortnite
changed fornite main json scheduled builds to all use skiptargetswithouttickets
Change 3079357 on 2016/08/05 by John.Abercrombie
Character movement components can now be throttled
- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
- Character movement components are throttled based on their current NetUpdateRate
All character movement components are updated by the Game State
- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it
Change 3078666 on 2016/08/05 by Simon.Tovey
Disabling some log spam for particles.
Change 3072992 on 2016/08/01 by Jonathan.Lindquist
Fixing a bug related to weld object seams
Change 3070991 on 2016/07/29 by Fred.Kimberley
Allow aggregators to perform calculations while ignoring multiple GEs.
Change 3070518 on 2016/07/29 by Bob.Tellez
#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.
Change 3069605 on 2016/07/28 by Bob.Tellez
#UE4 SScrollBox now works with invalidation panels.
Change 3069600 on 2016/07/28 by Bob.Tellez
#UE4 SMenuAnchor now works with invalidation panels.
Change 3069583 on 2016/07/28 by Bob.Tellez
#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.
Change 3068935 on 2016/07/28 by Bob.Tellez
[AUTOMERGE]
#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.
#JIRA FORT-27836
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.
Change 3068422 on 2016/07/28 by John.Pollard
Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#tests Live game + replays
Change 3067537 on 2016/07/27 by Bob.Tellez
[AUTOMERGE]
#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.
#JIRA FORT-26696
--------
Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.
Change 3065138 on 2016/07/26 by Josh.Markiewicz
#UE4 - fixed rare case where CreateSession would crash (duplicate of Dev-Networking fix)
- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
- *BUG REPRO*
- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
- DestroySession would remove the named session while the previous CreateSession was in flight
- A new CreateSession could be called afterward because the previous named session was removed
- the first CreateSession would finish and give the session a valid SessionInfo
- the second CreateSession would finish and assert that the SessionInfo should be invalid
#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more
Change 3064932 on 2016/07/26 by Tim.Tillotson
Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.
#JIRA UE-33426
Change 3064743 on 2016/07/26 by Mark.Satterthwaite
Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
#jira FORT-27685
Change 3063870 on 2016/07/25 by Lukasz.Furman
fixed navlink area class assignment, again
custom link definitions were exporting from CDO without initializing data first
#jira FORT-27713
Change 3063747 on 2016/07/25 by Bob.Tellez
#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS
#JIRA
Change 3063500 on 2016/07/25 by Bob.Tellez
#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.
Change 3063317 on 2016/07/25 by Lukasz.Furman
fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
#fortnite
Change 3063224 on 2016/07/25 by Bob.Tellez
#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.
Avoid adding widgets to the hittest grid more than once.
Change 3063188 on 2016/07/25 by Lukasz.Furman
removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
#jira FORT-27186
Change 3062338 on 2016/07/22 by Aaron.McLeran
FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.
#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing
Change 3061806 on 2016/07/22 by Ben.Zeigler
#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack
Change 3061790 on 2016/07/22 by Ben.Zeigler
#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
Related to changes made on Orion in CL #2878992
Change 3060590 on 2016/07/21 by Mark.Satterthwaite
Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.
Change 3060542 on 2016/07/21 by Bob.Tellez
#UE4 Made SetIsEnabled and SetVisibility virtual.
Change 3058876 on 2016/07/20 by Aaron.McLeran
FORT-25593 Mac crash when idling in zone with screen locked
Adding logging when failing to update AuGraph and not asserting.
Change 3058653 on 2016/07/20 by Bob.Tellez
#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.
Change 3058568 on 2016/07/20 by Bob.Tellez
#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.
Change 3058203 on 2016/07/20 by Bob.Tellez
#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.
Change 3056767 on 2016/07/19 by Bob.Tellez
#UE4 Speculative DetachLinker crash fix.
#JIRA FORT-27335
Change 3056665 on 2016/07/19 by John.Abercrombie
Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius
Change 3054368 on 2016/07/18 by Lina.Halper
- moved removing notifies to end of montage event
- that way between blending out to terminate, it still can trigger notifies.
#code review: Martin.Wilson, John.Abercrombie
Change 3054109 on 2016/07/18 by Bob.Tellez
#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.
Change 3053831 on 2016/07/18 by Lina.Halper
#Anim montage recursive issue: Make sure to check valid before additive
#code review: Bob.Tellez
Change 3052641 on 2016/07/15 by Bob.Tellez
#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.
Change 3052601 on 2016/07/15 by Daniel.Broder
EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).
#ReleaseNoteAbove^^
Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.
#UE4 #ReleaseNote!
Change 3052201 on 2016/07/15 by Rob.Cannaday
Fix for broken party state when timeout on receiving leave request response
Execute delegate after marking the party in a disconnected state
#jira FORT-25362
Change 3050944 on 2016/07/14 by Bob.Tellez
#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0
Change 3050352 on 2016/07/14 by Olaf.Piesche
#jira UE-32058
Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.
Change 3049049 on 2016/07/13 by Bob.Tellez
#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.
#JIRA FORT-27030
Change 3048186 on 2016/07/13 by John.Abercrombie
Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators
Change 3046531 on 2016/07/12 by Bob.Tellez
#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.
#JIRA FORT-26683
Change 3046134 on 2016/07/12 by Ian.Fox
#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
Change 3045544 on 2016/07/11 by Bob.Tellez
#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.
Change 3045101 on 2016/07/11 by Fred.Kimberley
Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.
Change 3045035 on 2016/07/11 by John.Abercrombie
UpdateMoveFocus will only clear the focus if the path following component is idle
- Keeps the AI rotated in the correct direction when movements get paused
Change 3044883 on 2016/07/11 by Mark.Satterthwaite
Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
#jira FORT-26879
Change 3044819 on 2016/07/11 by Carlos.Cuello
Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR
Change 3044683 on 2016/07/11 by Bob.Tellez
#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.
Change 3044581 on 2016/07/11 by Nick.Cooper
#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect
#jira FORT-23140
Change 3043726 on 2016/07/08 by Billy.Bramer
- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
- UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
- Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture
- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
- Misc ability system cleanup (fix typos, etc.)
Change 3043152 on 2016/07/08 by Daniel.Broder
Re-enabled EQS details table on screen by default. (This matches the actual description of the variable, which says that enabled is the default. Also, we really need this as the default since those details are critical for debugging.)
#UE4 #NoReleaseNotes
Change 3041765 on 2016/07/07 by John.Abercrombie
Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn
Change 3041664 on 2016/07/07 by Bob.Tellez
#UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#JIRA FORT-25983
Change 3040645 on 2016/07/06 by Bob.Tellez
#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.
Change 3039969 on 2016/07/06 by Billy.Bramer
- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly
Change 3036256 on 2016/07/01 by Bob.Tellez
#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.
Change 3036173 on 2016/07/01 by Ben.Salem
Get FTests running sequentially. And, actually, running at all in non-editor.
Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.
Change 3035551 on 2016/07/01 by John.Abercrombie
Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
- CL 3034853 contained the original change
Change 3035152 on 2016/06/30 by Daniel.Broder
Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent. It also allows specifying a transform as well (but defaults to using the identity transform for convenience).
#ReleaseNoteAbove
The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox! No need to calculate the Center and Extent just to use them to recalculate the Box.
Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform. This change keeps the implementation details more manageable for any future changes.
Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".
NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/
#UE4 #ReleaseNoteAtTop
Change 3034918 on 2016/06/30 by William.Ewen
Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.
Change 3034853 on 2016/06/30 by John.Abercrombie
When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list
Change 3033507 on 2016/06/29 by Ben.Zeigler
#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch
Change 3033413 on 2016/06/29 by Daniel.Wright
Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
* Useful for reducing self shadowing on meshes that have ambient animation
Change 3033343 on 2016/06/29 by Billy.Bramer
- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)
Change 3032888 on 2016/06/29 by Billy.Bramer
- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers
Change 3031800 on 2016/06/28 by Jonathan.Lindquist
new exr texture
Change 3030807 on 2016/06/28 by Lukasz.Furman
added more debug logs for rare navmesh raycast crash
#jira FORT-22373
Change 3030624 on 2016/06/28 by Lukasz.Furman
switching navgraph to use FMetaNavMeshPath
#fortnite
Change 3030002 on 2016/06/27 by Ben.Zeigler
Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.
Change 3029720 on 2016/06/27 by Ben.Zeigler
Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken
Change 3029574 on 2016/06/27 by Bob.Tellez
#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.
Change 3027275 on 2016/06/24 by Billy.Bramer
- First pass of adding evaluation channel support to non-instant gameplay effects
- Evaluation channels allow for game-specific control over the order of modifier evaluation
- Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
- Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
- By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
- Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
- Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
- Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects
- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes
Change 3022931 on 2016/06/22 by Nick.Cooper
#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV
Change 3021845 on 2016/06/21 by Carlos.Cuello
Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases. Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.
#jira Fort-25978
Change 3021800 on 2016/06/21 by Lukasz.Furman
adding function to query if navmesh was initialized in given radius
#jira FORT-24487
Change 3021777 on 2016/06/21 by Martin.Mittring
UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
content that used SkyLight OcclusionTint feature will look different and might need a retweak.
a brighter (~ 3-4 times) and less vibrant color results in a similar look
#code_review:Jonathan.Lindquist
[CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
bool FPImplRecastNavMesh : : HasTileCacheLayers ( int32 TileX , int32 TileY ) const
{
return CompressedTileCacheLayers . Contains ( FIntPoint ( TileX , TileY ) ) ;
}
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# undef INITIALIZE_NAVQUERY
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# endif // WITH_RECAST