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UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/ParserHelper.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ParserHelper.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 "UnrealHeaderTool.h"
#include "Algo/Find.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 "Misc/DefaultValueHelper.h"
#include "UnrealTypeDefinitionInfo.h"
#include "ClassMaps.h"
/////////////////////////////////////////////////////
// FStructMetaData
void FStructMetaData::AddProperty(FUnrealPropertyDefinitionInfo& PropertyDef)
{
// update the optimization flags
if (!bContainsDelegates)
{
FProperty* Prop = PropertyDef.GetProperty();
if (Prop->IsA(FDelegateProperty::StaticClass()) || Prop->IsA(FMulticastDelegateProperty::StaticClass()))
{
bContainsDelegates = true;
}
else
{
FArrayProperty* ArrayProp = CastField<FArrayProperty>(Prop);
if (ArrayProp != NULL)
{
if (ArrayProp->Inner->IsA(FDelegateProperty::StaticClass()) || ArrayProp->Inner->IsA(FMulticastDelegateProperty::StaticClass()))
{
bContainsDelegates = true;
}
}
}
}
}
/////////////////////////////////////////////////////
// FPropertyBase
const TCHAR* FPropertyBase::GetPropertyTypeText( EPropertyType Type )
{
switch ( Type )
{
CASE_TEXT(CPT_None);
CASE_TEXT(CPT_Byte);
CASE_TEXT(CPT_Int8);
CASE_TEXT(CPT_Int16);
CASE_TEXT(CPT_Int);
CASE_TEXT(CPT_Int64);
CASE_TEXT(CPT_UInt16);
CASE_TEXT(CPT_UInt32);
CASE_TEXT(CPT_UInt64);
CASE_TEXT(CPT_Bool);
CASE_TEXT(CPT_Bool8);
CASE_TEXT(CPT_Bool16);
CASE_TEXT(CPT_Bool32);
CASE_TEXT(CPT_Bool64);
CASE_TEXT(CPT_Float);
CASE_TEXT(CPT_Double);
CASE_TEXT(CPT_ObjectReference);
CASE_TEXT(CPT_Interface);
CASE_TEXT(CPT_Name);
CASE_TEXT(CPT_Delegate);
CASE_TEXT(CPT_Struct);
CASE_TEXT(CPT_String);
CASE_TEXT(CPT_Text);
CASE_TEXT(CPT_MulticastDelegate);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324) #lockdown Nick.Penwarden #rb none #rnx ============================ MAJOR FEATURES & CHANGES ============================ Change 3431439 by Marc.Audy Editor only subobjects shouldn't exist in PIE world #jira UE-43186 Change 3457323 by Marc.Audy Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world #jira UE-45087 Change 3499927 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker #jira UE-43458 Change 3502939 by Michael.Noland Back out changelist 3499927 Change 3522783 by Zak.Middleton #ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before). Change 3544641 by Dan.Oconnor Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names #jira OR-38176 Change 3544645 by Dan.Oconnor In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional #jira UE-45248 Change 3545023 by Marc.Audy Properly encapsulate FPinDeletionQueue Fix ensure during deletion of split pins when not clearing links Fix split pins able to end up in delete queue twice during undo/redo Change 3545025 by Marc.Audy Properly allow changing the pin type from a struct that is split on the node #jira UE-47328 Change 3545455 by Ben.Zeigler Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them Copy of CL#3544474 Change 3545456 by Ben.Zeigler Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets. Copy of CL #3544374 Change 3545547 by Ben.Zeigler CIS Fix Change 3545568 by Michael.Noland PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema) #jira UE-46845 Change 3545582 by Michael.Noland Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error) Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles [Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework] Change 3546528 by Ben.Zeigler #jira UE-47548 Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance Change 3546544 by Marc.Audy Fix split pin restoration logic to deal with wildcards and variations in const/refness Change 3546551 by Marc.Audy Don't crash if the struct type is missing for whatever reason Change 3547152 by Marc.Audy Fix array exporting so you don't end up getting none instead of defaults #jira UE-47320 Change 3547438 by Marc.Audy Fix split pins on class defaults Don't cause a structural change when reapplying a split pin as part of node reconstruction #jira UE-46935 Change 3547501 by Ben.Zeigler Fix ensure, it's valid to pass a null path for a dynamic asset Change 3551185 by Ben.Zeigler #jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated Change 3551723 by Ben.Zeigler Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors Change 3553216 by Phillip.Kavan #jira UE-39303, UE-46268, UE-47519 - Nativized UDS now support external asset dependencies and will construct their own linker import tables on load. Change summary: - Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types. - Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields. - Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types. - Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time. - Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same. - Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above). - Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData. - Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types. - Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519). Change 3553301 by Ben.Zeigler Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead Change 3553631 by Dan.Oconnor UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize. #jira UE-43458 Change 3553799 by Ben.Zeigler Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work Copy of CL #3553781 Change 3553896 by Michael.Noland Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made) #jira UE-31031 Change 3553897 by Michael.Noland Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets #jira UE-37862 Change 3553898 by Michael.Noland Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph) Change 3553909 by Michael.Noland Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full #jira UE-19710 Change 3554517 by Michael.Noland Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out #jira UE-21810 Change 3554664 by Michael.Noland Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere) #jira UE-27121 Change 3554831 by Dan.Oconnor Non editor build fix Change 3554834 by Dan.Oconnor Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on #jira UE-40438 Change 3556157 by Ben.Zeigler Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups Change 3557775 by Michael.Noland Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure #jira UE-36090 Change 3557777 by Michael.Noland Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist) #jira UE-47024 Change 3560510 by Michael.Noland Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up #jira UE-38912 Change 3560563 by Michael.Noland Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed) Change 3561443 by Ben.Zeigler Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header. Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change Change 3561658 by Michael.Noland Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually - Added a key binding for Goto Definition (Alt+G) - Added a key binding for Find References (Shift+Alt+F) - Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands - Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject - Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition Change 3562291 by Ben.Zeigler Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case Change 3562292 by Ben.Zeigler #jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name Change 3564814 by Ben.Zeigler #jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves Change 3566707 by Dan.Oconnor Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles) #jira None Change 3566717 by Michael.Noland Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile) Change 3566771 by Michael.Noland Editor: Fixing deprecation warning #jira UE-47922 Change 3567023 by Michael.Noland Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts Adapted from PR #3708: Fast construction of bp (Contributed by gildor2) #jira UE-46473 Change 3567304 by Ben.Zeigler Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class. This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code Change 3567398 by Ben.Zeigler Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance Change 3567729 by Michael.Noland Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)" Change 3567739 by Ben.Zeigler Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter Change 3567741 by Ben.Zeigler Disable optimization for a path test that was crashing in VC2015 in a monolithic build Change 3568332 by Mieszko.Zielinski Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4 #jira UE-47948 Change 3568676 by Michael.Noland Blueprints: Allow editing the tooltip of each enum value in a user defined enum #jira UE-20036 Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata Change 3569128 by Michael.Noland Blueprints: Removing the experimental profiler as we won't be returning to it any time soon #jira UE-46852 Change 3569207 by Michael.Noland Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint #jira UE-8708 Change 3569208 by Michael.Noland Blueprints: Allow specifying a description for user defined enums (shown in the content browser) #jira UE-20036 Change 3569209 by Michael.Noland Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials #jira UE-16085 Change 3570177 by Michael.Noland Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor) #jira UE-47962 Change 3570179 by Michael.Noland Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited Change 3570192 by Michael.Noland Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug #jira UE-20709 Change 3571203 by Michael.Noland Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature - Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters - Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes - Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible - Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes Change 3571224 by Michael.Noland Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs) Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist) #jira UE-29848 #jira UE-34698 Change 3571279 by Michael.Noland Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well) Change 3571282 by Michael.Noland Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint Change 3571284 by Michael.Noland Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists) Change 3571311 by Ben.Zeigler Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible. All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator Change 3571313 by Ben.Zeigler Several fixes to automation framework to allow it to work better with Cooked builds. Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time. Change 3571485 by mason.seay Test map for Make Set bug Change 3571501 by Ben.Zeigler Accidentally undid the UHT fixup for TAssetPtr during my bulk rename Change 3571531 by Ben.Zeigler Fix warning messages Change 3571591 by Michael.Noland Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone) #jira UE-48024 Change 3572938 by Michael.Noland Blueprints: Fixed a typo in a set function comment #jira UE-48036 Change 3572941 by Michael.Noland Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols #jira UE-38624 Change 3574816 by mason.seay Renamed asset to better reflect name of object reference Change 3574985 by mason.seay Updated comments and string outputs to list Soft Object Reference Change 3575740 by Ben.Zeigler #jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate Change 3575795 by Ben.Zeigler #jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds Change 3576374 by mason.seay Forgot to submit the deleting of a redirector Change 3576966 by Ben.Zeigler #jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands Change 3577002 by Marc.Audy Prevent wildcard pins from being connected to exec pins #jira UE-48148 Change 3577232 by Phillip.Kavan #jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset. Change summary: - Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially). Change 3577710 by Dan.Oconnor Mirror of 3576977: Fix for crash when loading cooked uassets that reference functions that are not present #jira UE-47644 Change 3577723 by Dan.Oconnor Prevent deferring of classes that are needed to load subobjects #jira UE-47726 Change 3577741 by Dan.Oconnor Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17 Change 3578938 by Ben.Zeigler #jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure. Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems Change 3578947 by Marc.Audy (4.17) Properly expose members of DialogueContext to blueprints #jira UE-48175 Change 3578952 by Ben.Zeigler Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating Change 3579315 by mason.seay Test map for Make Container nodes Change 3579600 by Ben.Zeigler Disable window test on non-desktop platforms as they cannot be resized post launch Change 3579601 by Ben.Zeigler #jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue Change 3579713 by Dan.Oconnor Prevent crashes when bluepints implement an interface that was deleted #jira UE-48223 Change 3579719 by Dan.Oconnor Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data #jira UE-48240 Change 3579745 by Michael.Noland Blueprints: Improve categorization and reordering support in 'My Blueprints' - Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables) - Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions) - Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers) - Added support for renaming categories using F2 Known issues (none are regressions): - Timelines cannot be moved to other categories or reordered - Renaming a nested category will result in it becoming a top level category (discarding the parent category chain) - Some actions do not support undo #jira UE-31557 Change 3579795 by Michael.Noland PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames) #jira UE-48105 Change 3580463 by Marc.Audy (4.17) Don't crash if calling PostEditUndo on an Actor in the transient package #jira UE-47523 Change 3581073 by Marc.Audy Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code. Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes Change 3581156 by Ben.Zeigler #jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins Change 3581473 by Ben.Zeigler Properly turn off optimization for PS4 test Change 3582094 by Marc.Audy Fix anim nodes not navigating to their graph on double click #jira UE-48333 Change 3582157 by Marc.Audy Fix double-clicking on animation asset nodes not opening the asset editors Change 3582289 by Marc.Audy (4.17) Don't crash when adding a streaming level that's already in the level #jira UE-48928 Change 3545435 by Ben.Zeigler #jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table: FStringAssetReference -> FSoftObjectPath FStringClassReference -> FSoftClassPath TAssetPtr -> TSoftObjectPtr TAssetSubclassOf -> TSoftClassPtr The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath. This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds Change 3567760 by Ben.Zeigler Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests Change actor merging tests to be editor only, this stops them from cooking Several individual tests crash on cooked builds, I started threads with the owners of those Change 3575737 by Ben.Zeigler #jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely. As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features #jira UE-27124 Fix several possible crashes with changing levels while in PIE Change 3578806 by Marc.Audy Fix Construct Object not working correctly with split pins. Add Construct Object test cases to functional tests. Added split pin expose on spawn test cases. #jira UE-33924 [CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
CASE_TEXT(CPT_SoftObjectReference);
CASE_TEXT(CPT_WeakObjectReference);
CASE_TEXT(CPT_LazyObjectReference);
CASE_TEXT(CPT_ObjectPtrReference);
CASE_TEXT(CPT_Map);
CASE_TEXT(CPT_Set);
CASE_TEXT(CPT_FieldPath);
CASE_TEXT(CPT_MAX);
}
return TEXT("");
}
/////////////////////////////////////////////////////
// FToken
/**
* Copies the properties from this token into another.
*
* @param Other the token to copy this token's properties to.
*/
FToken& FToken::operator=(const FToken& Other)
{
FPropertyBase::operator=((FPropertyBase&)Other);
TokenType = Other.TokenType;
TokenName = Other.TokenName;
bTokenNameInitialized = Other.bTokenNameInitialized;
StartPos = Other.StartPos;
StartLine = Other.StartLine;
TokenProperty = Other.TokenProperty;
FCString::Strncpy(Identifier, Other.Identifier, NAME_SIZE);
FMemory::Memcpy(String, Other.String, sizeof(String));
return *this;
}
FToken& FToken::operator=(FToken&& Other)
{
FPropertyBase::operator=(MoveTemp(Other));
TokenType = Other.TokenType;
TokenName = Other.TokenName;
bTokenNameInitialized = Other.bTokenNameInitialized;
StartPos = Other.StartPos;
StartLine = Other.StartLine;
TokenProperty = Other.TokenProperty;
FCString::Strncpy(Identifier, Other.Identifier, NAME_SIZE);
FMemory::Memcpy(String, Other.String, sizeof(String));
return *this;
}
/////////////////////////////////////////////////////
// FAdvancedDisplayParameterHandler
static const FName NAME_AdvancedDisplay(TEXT("AdvancedDisplay"));
FAdvancedDisplayParameterHandler::FAdvancedDisplayParameterHandler(const TMap<FName, FString>* MetaData)
: NumberLeaveUnmarked(-1), AlreadyLeft(0), bUseNumber(false)
{
if(MetaData)
{
const FString* FoundString = MetaData->Find(NAME_AdvancedDisplay);
if(FoundString)
{
FoundString->ParseIntoArray(ParametersNames, TEXT(","), true);
for(int32 NameIndex = 0; NameIndex < ParametersNames.Num();)
{
FString& ParameterName = ParametersNames[NameIndex];
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3620134) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3550452 by Ben.Marsh UAT: Improve readability of error message when an editor commandlet fails with an error code. Change 3551179 by Ben.Marsh Add methods for reading text files into an array of strings. Change 3551260 by Ben.Marsh Core: Change FFileHelper routines to use enum classes for flags. Change 3555697 by Gil.Gribb Fixed a rare crash when the asset registry scanner found old cooked files with package level compression. #jira UE-47668 Change 3556464 by Ben.Marsh UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files. Change 3557630 by Ben.Marsh Allow the network version to be set via Build.version if it's not overriden from Version.h. Change 3561357 by Gil.Gribb Fixed crashes related to loading old unversioned files in the editor. #jira UE-47806 Change 3565711 by Graeme.Thornton PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx) Change 3565864 by Robert.Manuszewski Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object. Change 3569022 by Ben.Marsh PR #3849: Update gitignore (Contributed by mhutch) Change 3569113 by Ben.Marsh Fix Japanese errors not displaying correctly in the cook output log. #jira UE-47746 Change 3569486 by Ben.Marsh UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set. Change 3570483 by Graeme.Thornton Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors Change 3570513 by Robert.Manuszewski Fix for a race condition with async loading thread enabled. Change 3570664 by Ben.Marsh UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core. Change 3570708 by Robert.Manuszewski Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running. Change 3571592 by Ben.Marsh UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available. Change 3572215 by Graeme.Thornton UBT - Remove some unnecessary using directives - Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself Change 3572437 by Robert.Manuszewski Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects. #jira UE-44996 Change 3572480 by Robert.Manuszewski MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long Change 3573547 by Ben.Marsh Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line. Change 3574562 by Robert.Manuszewski PR #3847: Add GC callbacks for script integrations (Contributed by mhutch) Change 3575017 by Ben.Marsh Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core. Change 3575689 by Ben.Marsh Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds. Change 3575934 by Steve.Robb Fix for nested preprocessor definitions. Change 3575961 by Steve.Robb Fix for nested zeros. Change 3576297 by Robert.Manuszewski Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread. #jira FORT-38977 Change 3576366 by Ben.Marsh Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated. Change 3578290 by Graeme.Thornton Changes to Ionic zip library to allow building on dot net core Change 3578291 by Graeme.Thornton Ionic zip library binaries built for .NET Core Change 3578354 by Graeme.Thornton Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string Change 3578674 by Robert.Manuszewski After loading packages flush linker cache on uncooked platforms to free precache memory Change 3579068 by Steve.Robb Fix for CLASS_Intrinsic getting stomped. Fix to EClassFlags so that they are visible in the debugger. Re-added mysteriously-removed comments. Change 3579228 by Steve.Robb BOM removed. Change 3579297 by Ben.Marsh Fix exception if a plugin lists the same module twice. #jira UE-48232 Change 3579898 by Robert.Manuszewski When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert. Change 3579983 by Robert.Manuszewski More fixes for freeing linker cache memory in the editor. Change 3580012 by Graeme.Thornton Remove redundant copy of FileReference.cs Change 3580408 by Ben.Marsh Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect. Change 3582104 by Graeme.Thornton Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path. Change 3582131 by Graeme.Thornton #define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway. Change 3582645 by Ben.Marsh PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola) #jira UE-48192 Change 3583955 by Robert.Manuszewski Support for EDL cooked packages in the editor Change 3584035 by Graeme.Thornton Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly. Change 3584177 by Robert.Manuszewski Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached) Change 3584315 by Ben.Marsh Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class. Change 3584370 by Ben.Marsh Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes. Change 3584498 by Ben.Marsh Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes. Change 3585003 by Steve.Robb Fix for TChunkedArray ranged-for iteration. #jira UE-48297 Change 3585235 by Ben.Marsh Remove LogEngine extern from Core; use the platform log channels instead. Change 3585942 by Ben.Marsh Move MessageBoxExt() implementation into application layer for platforms that require it. Change 3587071 by Ben.Marsh Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL. Change 3587161 by Ben.Marsh Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h. Change 3587579 by Steve.Robb Fix for Children list not being rebuilt after hot reload. Change 3587584 by Graeme.Thornton Logging improvements for pak signature check failures - Added "PakCorrupt" console command which corrupts the master signature table - Added some extra log information about which block failed - Re-hash the master signature table and to make sure that it hasn't changed since startup - Moved the ensure around so that some extra logging messages can make it out before the ensure is hit - Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again Change 3587586 by Graeme.Thornton Changes to make UBT build and run on .NET Core - Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups - VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use - After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects Change 3587953 by Steve.Robb Allow arbitrary UENUM initializers for enumerators. Editor-only data UENUM support. Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated. #jira UE-46274 Change 3589827 by Graeme.Thornton More fixes for VSCode project generation and for UBT running on .NET Core - Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts - UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel - Added documentation for UEConsoleTraceListener - All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files - Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose" - Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff Change 3589868 by Graeme.Thornton Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures. UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases Change 3589919 by Robert.Manuszewski Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor) Change 3589940 by Graeme.Thornton Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths. Change 3590078 by Graeme.Thornton Fully disable automatic assembly info generation in .NET Core projects Change 3590534 by Robert.Manuszewski Marking UObject as intrinsic clas to fix a crash on UFE startup. Change 3591498 by Gil.Gribb UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading. Change 3591605 by Gil.Gribb UE4 - Follow up to fixing several edge cases in the low level async loading code. Change 3592577 by Graeme.Thornton .NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates Change 3592684 by Steve.Robb Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush. Change 3592710 by Steve.Robb Fix for invalid casts in ListProps command. Some name changes in command output. Change 3592715 by Ben.Marsh Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default. Change 3592767 by Gil.Gribb UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules. Change 3592770 by Gil.Gribb UE4 - Fixed a race condition with async read completion in the prescence of cancels. Change 3593090 by Steve.Robb Better error message when there two clashing type names are found. Change 3593697 by Steve.Robb VisitTupleElements function, which calls a functor for each element in the tuple. Change 3595206 by Ben.Marsh Include additional diagnostics for missing imports when a module load fails. Change 3596140 by Graeme.Thornton Batch file for running MSBuild Change 3596267 by Steve.Robb Thread safety fix to FPaths::GetProjectFilePath(). Change 3596271 by Robert.Manuszewski Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor #jira UE-47535 Change 3596283 by Steve.Robb Redundant casts removed from UHT. Change 3596303 by Ben.Marsh EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window. Change 3596337 by Ben.Marsh UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio. Change 3596367 by Steve.Robb Iterator checks in ranged-for on TMap, TSet and TSparseArray. Change 3596410 by Gil.Gribb UE4 - Improved some error messages on runtime failures in the EDL. Change 3596532 by Ben.Marsh UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013. #jira UE-48119 Change 3596631 by Steve.Robb Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder. Change 3596807 by Ben.Marsh Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense. * UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables. * Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration. Change 3596957 by Steve.Robb UBT can be used to write out an .objsrcmap file for use with the MapFileParser. Renaming of ObjMap to ObjSrcMap in MapFileParser. Change 3597213 by Ben.Marsh Remove AutoReporter. We don't support this any more. Change 3597558 by Ben.Marsh UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax: +ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar") The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable. Change 3597982 by Ben.Marsh Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache). #jira UE-47173 Change 3598045 by Ben.Marsh UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI). Change 3599214 by Ben.Marsh Avoid string duplication when comparing extensions. Change 3600038 by Steve.Robb Fix for maps being modified during iteration in cache compaction. Change 3600136 by Steve.Robb GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool Change 3600214 by Steve.Robb More accurate error message when unsupported template parameters are provided in a TSet property. Change 3600232 by Ben.Marsh UBT: Force UHT to run again if the .build.cs file for a module has changed. #jira UE-46119 Change 3600246 by Steve.Robb GitHub #3045 : allow multiple interface definition in a file Change 3600645 by Ben.Marsh Convert QAGame to Include-What-You-Use. Change 3600897 by Ben.Marsh Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes. Change 3601558 by Graeme.Thornton Simple first pass VSCode editor integration plugin Change 3601658 by Graeme.Thornton Enable intellisense generation for VS Code project files and setup include paths properly Change 3601762 by Ben.Marsh UBT: Add support for adaptive non-unity builds when working from a Git repository. The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged. Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior: <SourceFileWorkingSet> <Provider>Default</Provider> <!-- May be None, Default, Git or Perforce --> <RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. --> <GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH --> </SourceFileWorkingSet> Change 3604032 by Graeme.Thornton First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows. Change 3604038 by Graeme.Thornton Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor. Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code. Change 3604106 by Steve.Robb GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro Change 3604192 by Steve.Robb GitHub #3911 : Improving ToUpper/ToLower efficiency Change 3604273 by Graeme.Thornton IWYU build fixes when malloc profiler is enabled Change 3605457 by Ben.Marsh Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it. Change 3606720 by James.Hopkin Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn. Change 3606807 by Graeme.Thornton Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741. Change 3607026 by James.Hopkin Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed Change 3607142 by Graeme.Thornton UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose. Change 3607146 by Ben.Marsh UGS: Fix exception due to formatting string when Perforce throws an error. Change 3607147 by Steve.Robb Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time. Float and double conversion support added to int properties. NAME_DoubleProperty added. Fix for converting enum class enumerators > 255 to int properties. Change 3607516 by Ben.Marsh PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames) Change 3610421 by Ben.Marsh UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help. Change 3610657 by Ben.Marsh UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables. Change 3611000 by Ben.Marsh UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument. Change 3612471 by Ben.Marsh UBT: Move FastJSON into DotNETUtilities. Change 3613479 by Ben.Marsh UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator. Change 3613910 by Ben.Marsh UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later. Change 3614075 by Ben.Marsh UBT: Remove hacks for testing project file attributes by name. Change 3614090 by Ben.Marsh UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary. Change 3614488 by Ben.Marsh UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled. Change 3614490 by Ben.Marsh UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself. Change 3614962 by Ben.Marsh UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers. Change 3615416 by Ben.Marsh EC: Include an icon showing the overall status of a build in the grid view. Change 3615713 by Ben.Marsh UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder. #jira UE-48987 Change 3616652 by Ben.Marsh Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project. #jira UE-49007 Change 3616680 by Ben.Marsh Add the CodeAPI-HTML.tgz file into the installed engine build. Change 3616767 by Ben.Marsh Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible. Change 3616864 by Ben.Marsh Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended. #jira UE-48711 Change 3619964 by Ben.Marsh UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables. Change 3548930 by Ben.Marsh UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction. Change 3558056 by Ben.Marsh Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()). Change 3563309 by Graeme.Thornton Moved some common C# classes into the DotNETCommon assembly Change 3570283 by Graeme.Thornton Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore Change 3572811 by Ben.Marsh UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables). Change 3573397 by Ben.Marsh UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS. Change 3575659 by Ben.Marsh Remove CHM API documentation. Change 3582103 by Graeme.Thornton Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core Removed reference to System.Windows.Form from UBT. Change 3584113 by Ben.Marsh Move key-mapping functionality into the InputCore module. Change 3584278 by Ben.Marsh Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc. Change 3584453 by Ben.Marsh Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms. Change 3585301 by Ben.Marsh Move PlatformPostInit() into an FPlatformApplicationMisc function. Change 3587050 by Ben.Marsh Move IsThisApplicationForeground() into FPlatformApplicationMisc. Change 3587059 by Ben.Marsh Move RequiresVirtualKeyboard() into FPlatformApplicationMisc. Change 3587119 by Ben.Marsh Move GetAbsoluteLogFilename() into FPlatformMisc. Change 3587800 by Steve.Robb Fixes to container visualizers for types whose pointer type isn't simply Type*. Change 3588393 by Ben.Marsh Move platform output devices into their own headers. Change 3588868 by Ben.Marsh Move creation of console, error and warning output devices int PlatformApplicationMisc. Change 3589879 by Graeme.Thornton All automation projects now have a reference to DotNETUtilities Fixed a build error in the WEX automation library Change 3590034 by Ben.Marsh Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac). Change 3593754 by Steve.Robb Fix for tuple debugger visualization. Change 3597208 by Ben.Marsh Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees. Change 3600163 by Ben.Marsh UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned. #jira UE-46725 Change 3604279 by Graeme.Thornton Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects Change 3606685 by James.Hopkin Removed redundant 'Cast's (casting to either the same type or a base). In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass. Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp. Change 3610950 by Ben.Marsh UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic. Change 3610991 by Ben.Marsh UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line. Change 3612342 by Ben.Marsh UBT: Change JsonObject.Read() to take a FileReference parameter. Change 3612362 by Ben.Marsh UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects. Change 3619128 by Ben.Marsh Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures. [CL 3620189 by Ben Marsh in Main branch]
2017-08-31 12:08:38 -04:00
ParameterName.TrimStartAndEndInline();
if(ParameterName.IsEmpty())
{
ParametersNames.RemoveAtSwap(NameIndex);
}
else
{
++NameIndex;
}
}
if(1 == ParametersNames.Num())
{
bUseNumber = FDefaultValueHelper::ParseInt(ParametersNames[0], NumberLeaveUnmarked);
}
}
}
}
bool FAdvancedDisplayParameterHandler::ShouldMarkParameter(const FString& ParameterName)
{
if(bUseNumber)
{
if(NumberLeaveUnmarked < 0)
{
return false;
}
if(AlreadyLeft < NumberLeaveUnmarked)
{
AlreadyLeft++;
return false;
}
return true;
}
return ParametersNames.Contains(ParameterName);
}
bool FAdvancedDisplayParameterHandler::CanMarkMore() const
{
return bUseNumber ? (NumberLeaveUnmarked > 0) : (0 != ParametersNames.Num());
}